School of InfoComm Technology (ICT) 2017/10... · for the Diploma in Information Technology in the...

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The prevalence of IT and IDM has levelled the playing field, encouraging new business and revenue models to sprout. It has become a critical enabler for big corporations. Ngee Ann Polytechnic’s School of InfoComm Technology (ICT) is a leader in providing quality IT and IDM education. Established in 1982, the school has since nurtured more than 14,000 IT professionals, many of whom have assumed influential positions in various organisations. Many have become successful technopreneurs whose companies have been acquired by large multinational companies. ICT offers courses that meet industry demand, with a reputation for delivering a broad- based and holistic IT education that is industry-ready, solution-focused and university- relevant. Courses undergo stringent review and endorsement by an independent Advisory Committee comprising high-standing industry players and university representatives. Through close collaboration with industry partners, ICT co-develops unique curriculum that incorporates content from leading vendors in IT, IDM and information security and forensics. For the recently launched Diploma in Information Security and Forensics, ICT co-developed content with Palo Alto Networks that introduces students to security solutions from one of the leading security services companies in the industry. ICT is also a partner of the CompTIA Authorised Partner Program (CAPP), offering professional training and certification for CompTIA security courses for students who are keen to be industry certified when they graduate. Students enjoy a total learning experience in a collegial atmosphere, with the flexibility to specialise in niche areas of IT or IDM, while broadening their perspectives with a selection of Interdisciplinary Studies electives. Students who are technology-savvy are moulded to become creators of interactive digital media and developers of IT systems much sought after by the industry. Business-savvy students can further hone their expertise in business-related areas and are able to analyse and address business needs through IT and IDM. Upon graduation, students will find that their diplomas are internationally recognised, making it easy for them to secure advanced standing at many good local and overseas universities. Information Technology (IT) and Interactive Digital Media (IDM) pervade many aspects of our lives today. In most parts of the world, search engines such as Google and Yahoo and social media tools such as YouTube, Facebook, Twitter, Wikipedia and Instagram have become a part of everyday vocabulary. www.np.edu.sg/ict ICT INFOCOMM TECHNOLOGY SCHOOL OF

Transcript of School of InfoComm Technology (ICT) 2017/10... · for the Diploma in Information Technology in the...

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The prevalence of IT and IDM has levelled the playing field, encouraging new business and revenue models to sprout. It has become a critical enabler for big corporations.

Ngee Ann Polytechnic’s School of InfoComm Technology (ICT) is a leader in providing quality IT and IDM education. Established in 1982, the school has since nurtured more than 14,000 IT professionals, many of whom have assumed influential positions in various organisations. Many have become successful technopreneurs whose companies have been acquired by large multinational companies.

ICT offers courses that meet industry demand, with a reputation for delivering a broad-based and holistic IT education that is industry-ready, solution-focused and university-relevant. Courses undergo stringent review and endorsement by an independent Advisory Committee comprising high-standing industry players and university representatives.

Through close collaboration with industry partners, ICT co-develops unique curriculum that incorporates content from leading vendors in IT, IDM and information security and forensics. For the recently launched Diploma in Information Security and Forensics, ICT co-developed content with Palo Alto Networks that introduces students to security solutions from one of the leading security services companies in the industry. ICT is also a partner of the CompTIA Authorised Partner Program (CAPP), offering professional training and certification for CompTIA security courses for students who are keen to be industry certified when they graduate.

Students enjoy a total learning experience in a collegial atmosphere, with the flexibility to specialise in niche areas of IT or IDM, while broadening their perspectives with a selection of Interdisciplinary Studies electives. Students who are technology-savvy are moulded to become creators of interactive digital media and developers of IT systems much sought after by the industry. Business-savvy students can further hone their expertise in business-related areas and are able to analyse and address business needs through IT and IDM.

Upon graduation, students will find that their diplomas are internationally recognised, making it easy for them to secure advanced standing at many good local and overseas universities.

Information Technology (IT) and Interactive Digital Media (IDM) pervade many aspects of our lives today. In most parts of the world, search engines such as Google and Yahoo and social media tools such as YouTube, Facebook, Twitter, Wikipedia and Instagram have become a part of everyday vocabulary.

www.np.edu.sg/ict

ICTINFOCOMM TECHNOLOGYSCHOOL OF

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COURSES OFFERED

ICT offers the following courses to meet industry demand for specialist IT manpower:

• Diploma in Financial Informatics (FI)

• Diploma in Information Security & Forensics (ISF)

• Diploma in Information Technology (IT)

• Diploma in Multimedia & Animation (MMA)

• Diploma in Animation and 3D Arts (A3DA)

MAJOR ACHIEVEMENTS

IT Award Winners

ICT students and alumni have proven their prowess in both national and international IT competitions and awards.

• Alumnus Rakesh Gupta, Founder and Director of MQ Spectrum, was awarded the prestigious Top SME Achiever Award 2014/2015. He was also the winner of the SCS Young Professional of the Year award in 2009 and the recipient of the Singapore Indian Young Entrepreneur Award 2007.

• Three IT Students, Jeremy Lim Yu Xuan, Matthew Lee Wei Ren and Kok Jian Yu, were awarded the Ngee Ann Polytechnic Outstanding Innovation Team Award 2015 for their Travel Assistant for the Visually Impaired and the Elderly (TrAVEl) mobile application.

• IT student Elliot Tan Yew Han beat 24 other national champions from around the world to clinch the World Championship in the Microsoft Office Specialist Excel 2013 category at the 2015 Microsoft Office Specialist World Championship (MOSWC). Elliot also clinched the National Championship in Microsoft Word 2010 (Open Category) and second place in the Microsoft Excel 2010 (Tertiary Category) at the 2013 Singapore Microsoft Office Academic Skills Challenge.

• MMA student Darrion Aw Wei Ting was awarded the IDA Infocomm Study Award (iPoly Award) 2015.

• FI student Soh Ting Ting was awarded the 2015 MHA HOME Award (Poly) from Ministry of Home Affairs.

• IT student Benjamin Tan emerged champion in the Singapore Microsoft Office Academic Skills Challenge 2014 (Word Category).

• Three IT students, Jeremy Choo Wun Ka, Ong Pang Yi and Sim Tong Gerald, received the 2013 A*STAR Science Award from the A*STAR Graduate Academy. Another two IT students, Isaac Hong An Jie and Terence Yap Wen Jie, received the A*STAR Science Award in 2014.

• Seven IT students, Francis Lim Yong Wen, Foo Yong Qiang, Nur Syafiqah Binte Rozaini, Kenneth Soh Yan Quan, Tan Guan Yu, Cheryl Chan Teng Rui and Tay Han Yi, were awarded the IDA Enhanced Learning in Infocomm Technology (ELITe) award in 2014.

• Alumnus Hang Zhi Cheng won the Lee Kuan Yew Award and Ngee Ann Polytechnic Outstanding Award 2013.

• Alumnus Kelly Choo was awarded the SCS National Young IT Professional 2012 Award. He is the third NP graduate to win this prestigious award. Douglas Gan, co-founder of ShowNearby.com, was the 2011 winner.

• Alumnus Nicholas Ooi Hsien Loong was awarded the SCS National IT Youth 2012 Award.

• IT student Luo Wenhan emerged champion in the Microsoft Office Academic Skills Challenge 2012 (MS Word Category) and secured the second runner- up position in the Certiport Worldwide Competition 2012.

• IT student Lewis Koh emerged champion in the Microsoft Office Academic Skills Challenge 2012 (MS Excel Category) and was fourth in the Certiport Worldwide Competition 2012.

Scholarships for Academic Progression

• 2015 IT Gold Medallist Elliot Tan was awarded the IDA IIS Scholarship and will pursue his Computer Science degree at the National University of Singapore.

• 2015 IT Gold Medallist Du Huizhong received the Liu Yin Soon Scholarship to pursue her degree at Nanyang Technological University specializing in Art, Design and Media.

• 2015 A3DA Gold Medallist Wong Shi Teng was a recipient of the Lien Ying Chow Scholarship.

• 2015 IT Silver Medallist Gerald Sim Tong received the Ngee Ann Polytechnic Scholarship and the A*STAR Science Award (Polytechnic) to pursue his Computer Engineering degree in Nanyang Technological University.

• 2013 IT graduate Muhammad Hatib B. Abdul Aziz was awarded the IDA IIS-NIS scholarship to pursue his Bachelor of Engineering (major in Information Systems Technology and Design) degree in SUTD in August 2013.

• 2013 MMA graduate Ng Soo Sian Amanda received the IDA IIS-NIS scholarship to pursue her Bachelor of Computer Science degree in NUS in August 2013.

• 2012 IT Gold Medallist Sam Yong Shan Xian was awarded the DSTA Scholarship (local) and IDA’s National Infocomm Scholarship (NIS) Scholarship (overseas) to pursue his Computer Science degree in 2015.

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• 2012 MBS Gold Medallist Low Jia Wen Gabriel was awarded the SMU Lee Kong Chian Scholarship to pursue a Bachelor of Science in Information Systems Management in August 2012.

• 2012 IT graduates Goh Xue Li and Wang Poh Peng were offered the Integrated Infocomm Scholarship (IIS)-NIS scholarship to pursue their Bachelor of Computing degrees in NUS in August 2012.

• 2012 FI graduate Reynard Lee Jia Jin received the MINDEF/SAF Scholarship to do his degree in Computer Science in NTU in November 2013.

• 2009 IT Gold Medallist Koh Wei Jie was awarded the Yale-NUS Merit Scholarship to pursue a Bachelor in Liberal Arts with a major in Computer Science in Yale-NUS College in September 2013.

FACILITIES & STAFF

ICT staff are armed with extensive IT, IDM, and ISF qualifications and industry experience. Some have also created IT ventures and managed IT-related businesses, which put them in a good position to impart entrepreneurship skills to students.

ICT is well-equipped with extensive state-of-the-art facilities, including brand new smart learning spaces with computing and collaborative resources that promote a technology-enabled learning environment. The latest industry-standard software is used for teaching and learning. Top-notch learning facilities enable the building of showreels and portfolios and the development, testing and commercialising of products. Specialised labs, such as an industry-standard cyber security, data analytics and FinTech centres, are available for the development of skills in niche areas.

INDUSTRY COLLABORATIONS

ICT enjoys strong strategic links with the industry by engaging in applied research and consultancy projects,

and playing a proactive role in mutually beneficial partnerships and collaborations.

ICT diplomas are developed with industry input. For example, Microsoft Singapore played an advisory role in the design, development and delivery of the curriculum for the Diploma in Information Technology in the area of Infocomm Sales and Marketing.

Working closely with Toon Boom Animation, NP is the first local Institute of Higher Learning (IHL) to utilise the Toon Boom Harmony Suite for digital, paperless, 2D animation production. Toon Boom, the worldwide leader in animation software solutions, proudly supports ICT’s commitment to jump-starting the process of creating a pool of highly-skilled and well sought-after 2D animation professionals. DIPLOMA PLUS PROGRAMMES

ICT offers two Diploma Plus Certificate Programmes. Certificate in Advanced Computing Mathematics (CACM) This programme helps students build a mathematics foundation needed for pursuing degrees in computing at both local and overseas universities. Students with this certificate will be able to read all modules carrying ‘A’ Level Mathematics as a prerequisite upon admission to National University of Singapore and Nanyang Technological University.

Certificate in Web Design & Development (CWDD)This programme provides students with in-depth understanding of the concepts and techniques needed to develop web-based applications, Content Management Systems (CMS) and social networking websites.

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The Character Animation specialisation develops students’ pre-production and production skills in concept art design, storyboarding, 2D and 3D character animation and the production pipeline. This specialisation prepares students for a career in character design, props & environment design, storyboarding, 2D animation, and 3D animation.

The 3D Arts specialisation develops students’ pre- production and production skills in concept art design, storyboarding, 3D modelling, rigging, texturing and lighting. It prepares students for a career in character design, props & environment design, storyboarding, 3D modelling, lighting, texturing and rigging. In the final year, students undertake a year-long production in the school’s Amphibi Studio™ to further develop their expertise and nurture their business skills. Students from both specialisations will graduate with their own industry-standard portfolio.

Students also take several Interdisciplinary Studies (IS) modules that aim to broaden their minds and help them develop the spirit of innovation and enterprise. This is important for A3DA professionals working in a complex business environment, where problems are multi-facetted in nature and require knowledge and skills in different disciplines.

ENTRY REQUIREMENTS

To be eligible for consideration, candidates must have the following GCE ‘O’ Level examination (or equivalent) results.

Subject ‘O’ Level Grade

English Language

Mathematics (Elementary/Additional)

Any three other subjects

1-7

1-7

1-6

You must have also sat for a Science or Art / Higher Art or Design & Technology or Food & Nutrition or a relevant OSIE / Applied Subject and fulfil the aggregate computation requirements.

Candidates with hearing deficiency or severe vision deficiency should not apply for the course. Those with colour vision deficiency may be considered, subject to passing an in-house test.

Students are required to purchase art materials and preferably own a MacBook.

CAREER PROSPECTS

A3DA graduates can join the fast-growing digital entertainment industry and be involved in the various stages of game and animation production — from concept, story development, storyboard art, character design, props and environment design, to 3D modelling and texturing, lighting, 3D character rigging and character animation!

ACCREDITATION FOR FURTHER STUDIES

The Diploma in Animation & 3D Arts is recognised by both local and overseas universities, which offer advanced standing to our graduates. In addition, they may be given module/credit exemptions in infocomm-related degree programmes at local universities.

Graduates can pursue further studies in universities such as:

• Nanyang Technological University: Bachelor of Fine Arts in Art, Design and Media

• Digipen Institute of Technology (Singapore): Bachelor of Fine Arts in Production Animation and Bachelor of Arts in Game Design

• Sheridan College (Canada): Bachelor of Applied Arts in Animation

• Queensland University of Technology (Australia): Bachelor of Fine Arts in Animation

• Royal Melbourne Institute of Technology (Australia):

DIPLOMA IN ANIMATION & 3D ARTS (A3DA)

The Diploma in Animation & 3D Arts (A3DA) is a practice-oriented course that gives students a strong foundation in animation, art, design and storytelling. From their second year onwards, students will get to specialise in either Character Animation or 3D Arts.

A3DAANIMATION DIPLOMA IN

& 3D ARTS

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Bachelor of Arts in Animation & Interactive Media • Savannah College of Art & Design (USA): Bachelor of

Fine Arts in Animation

COURSE CURRICULUM

Module Name Credit Units Module Name Credit Units Module Name Credit Units

YEAR 1Level 1.1 (27 hours per week) Drawing Foundation 4Fundamentals for Creative Professionals I 3History of Film & Animation 4Design Principles 4Principles of Animation 4Storytelling, Scriptwriting & Storyboarding 4Innovation Toolkit ^ 4Sports & Wellness ^ 2

Level 1.2 (24 hours per week) Figure Drawing & Anatomy 4Principles of Body Mechanics 4Storyboarding 4Applied Design Sketching & Rendering 4Communication & Contemporary Issues ^ 4

YEAR 2Level 2.1 (26 hours per week) Advanced Figure Drawing 4Animal Anatomy 43D Fundamentals 4Fundamentals for Creative Professionals II 2Elective Module # 4Elective Module # 4Career & Professional Preparation II ^ 2Interdisciplinary Studies (IS) elective ^ 2

Level 2.2 (22 hours per week) Digital Cinematography 4Character Design 4Props & Environment Design 4Elective Module # 4Elective Module # 4Interdisciplinary Studies (IS) elective ^ 2

YEAR 3Level 3.1 (26 hours per week) Concept Development 4Digital Post-Production 43D Animation Production 4Fundamentals of Creative Professionals III 2Capstone Project or 2 Elective Modules # 8World Issues: A Singapore Perspective ^ 2Interdisciplinary Studies (IS) elective ^ 2

Level 3.2 Internship or Studio-based Production 22

In the second year, students choose to specialise in either Character Animation or 3D Arts.

Character Animation Specialisation **• Acting for Animation• Advanced 3D Character Animation• Creature Animation• 2D Animation Production

3D Arts Specialisation **• Game Mechanics• Advanced 3D Modelling• Texture & Shading• 3D Character Rigging

DIPLOMA IN ANIMATION & 3D ARTS (A3DA)

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COURSE MODULES

LEVEL 1.1 Design PrinciplesThis module aims to develop the abilities of the students in the design principle and fundamental elements and processes of organising, displaying, and communicating ideas and information creatively to the minds of the intended audience through two-dimensional form, three-dimensional form, colour structure, and composition.

Drawing FoundationThis module trains students to develop the skills needed to visualise and create ideas for digital and interactive projects. Students will be exposed to various training and basic drawing techniques that will hone their ability to visualise ideas. Rudimentary exposure to digital tools will occur at the later part of this module in order to solidify the relevance of traditional skills in digital tools.

Fundamentals for Creative Professionals IThis module provides a broad introduction to the field of IDM by exploring the roles, professional practice, ethical expectations and career development paths of IDM professionals. Through a guided inculcation of interpersonal and team work skills with strong team bonding spirit, the module aims to deepen students’ commitment to the sector that the course prepares them for.

In addition, students will be required to begin charting their career path in the IDM industry by considering crucial aspects such as personal preferences and aptitude, job roles and responsibilities, skills needed and further education.

History of Film & Animation This module surveys the development of film and animation over the past century. Students explore the evolution of the medium and how technology, economics, artistic trends, individual artists and national cultures have affected its development.

Notes: ^ For more details on Interdisciplinary Studies (IS) electives, please log on to www.np.edu.sg/is/

IS Modules The School of Interdisciplinary Studies (IS) delivers a broad-based curriculum, which nurtures a new generation of professionals with multidisciplinary skills and an innovative and entrepreneurial spirit to meet the challenges of a knowledge economy. IS offers both prescribed modules and electives to challenge boundaries. Prescribed modules develop students’ competencies in core areas such as Communication, Innovation and Enterprise, Culture and Communication, and Personal Mastery and Development, while elective modules provide insights into Arts and Humanities, Business, Design, and Science and Technology.

# The prescribed/elective modules offered may change from year to year, depending on relevance and demand. They may also include modules available in other diplomas offered by the School.

Principles of AnimationThis module introduces the language and principles of classical animation through analysis and decomposition of movement frame-by-frame. Students will explore the importance of effective timing and spacing, and how their manipulation can affect the feel of an action.

Storytelling, Scriptwriting & StoryboardingThis module aims to induct students into the world of storytelling, and the industry practice of scripting and storyboarding visual communication prior to going into production stage. Students will explore new story creation through the generation of story ideas, characters, story imagery and script.

LEVEL 1.2 Applied DesignThis module aims to develop students’ ability to perceive, design and construct objects in three-dimensional space. Additionally, students will be trained to interpret and translate two-dimensional form into three-dimensional volume, mass, space, and structure. It introduces the basic elements, principles, materials and methodologies of three-dimensional design. Working with both physical medium and digital tools, students will be trained in the use of materials, physical components, application of digital design and visualisation tools, and communicate their ideas and solutions through physical mock-ups and prototyping.

Figure Drawing & AnatomyThis module covers basic fundamentals in drawing and understanding of the human form. Students will learn how to draw the human form with life models and develop their artistic skills through understanding the anatomical structure of the human body and how these anatomical elements function to create movement, attitudes and poses from head to toe. Emphasis of this module will be on the artistic application of this knowledge for artists and animators.

Principles of Body Mechanics This module further develops students’ classical

DIPLOMA IN ANIMATION & 3D ARTS (A3DA)

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Advanced Figure DrawingThis module focuses on the human figure and gestures. Students work with life models to create full studies, short poses, and sustained studies. Students explore putting the figure into an environment, figurative composition, and introductory sequential figurative composition. The module also includes a thorough study of costume and drapery. Students will learn to increase perception, insight, draftsmanship, aesthetic vocabulary, and conceptual attitudes.

Animal Anatomy This module introduces comparative study of the human structure and the structure of a variety of animal types. Focus will be specifically on the impact of anatomical structure on locomotion. The module also considers standard locomotion cycles and the relationship between humans and various animals. Emphasis of this module will be on the artistic application of this knowledge for artists and animators.

Fundamentals of Creative Professionals IIThis module gives a course-based experience in which students can engage with the local community and industry. This includes participation in community service events or in Service-Learning projects that leverage students’ discipline knowledge and skills to meet identified needs. Through iterative and guided reflection on the service experience, students gain a broader appreciation of their discipline and an enhanced sense of personal voice, empathy and civic responsibility. Industry talks and seminars are organised to keep students up-to-date on emerging trends so as to build up their interpersonal, team and networking skills with the community and industry.

LEVEL 2.2 Character Design This module leverages on the drawing skill and anatomy knowledge to create characters that are memorable and unique. It introduces the creative process and traditions of character design, and the basic structural strategies for creating characters. It covers the basic tools such as

animation skills on various biped/human characters. It continues to develop students’ understanding of the concepts of motion and body mechanics, and aims to develop students’ ability to create convincing movement, expression of mood, thought, attitude, and personality in the characters with a goal to bring the characters to life.

Sketching & RenderingThis module builds upon knowledge and skills gained in Drawing Foundation. Students are introduced to permanent mediums like ink, markers and various techniques. These mediums are required in the production of both observational and ideation works while simultaneously, strengthening confidence in visualising ideas. In the second term, students are required to apply their knowledge and skills gained in the first term into digital works. Basic digital techniques and workflow used in the industry will be introduced at this stage.

Storyboarding This module explores the pre-production skills of storyboard art. It introduces the concepts of storyboard drawings, which map out camera angles, continuity, and lighting. Students learn about the basics of film grammar through the analysis of scripts, character, and set design, and translate these through drawings to create story flow, character development, mood, time, and place. Students will create both production and presentation storyboards.

LEVEL 2.1 3D Fundamentals This module examines the basic principles and techniques of creating 3D digital models. It provides an overview of the process of digital asset creation, and introduces techniques and critical thinking skills for organic and inorganic modelling, polygonal modelling, and patch modelling. Texture mapping, lighting, shading, rendering and camera setups are explored. Emphasis is placed on professional habits and the digital workflow.

thumbnails, silhouette design, figure invention, props, costumes, character archetypes, marker sketches and digital painting.

Digital CinematographyThis module introduces the art of cinematography for digital video and computer-generated imagery. It covers the principles and concepts of practical cinematography through physical lighting, choreography of camera movement and lighting of computer- generated environments to enhance the visual impact in storytelling.

Props & Environment Design This module covers the basics of designing different types of props and environments for animation, film and games. Students will learn perspective, composition, tonal differences between interior and exterior environments, research techniques for believable detail, clear tonal reads, and modelling within established values. Additional subjects will include lighting and material indication, the thought process before the sketch, use of thumbnails, rendering with Photoshop, and the use of pencil, pen and reference material.

LEVEL 3.1 3D Animation ProductionThis module introduces 3D animation production within the context of a small production pipeline. Building on the cumulative skill sets acquired in previous semesters with a focus on team dynamics rather than individual projects, it provides an overview of the process of 3D digital production, such as scheduling, budgeting, developing & documenting the production process, and integration of tasks across a production, from concept to completion. Emphasis is placed on professional habits and the digital workflow. This will require each cohort to learn choreography, continuity, and basic scene analysis, all while working within the confines of a team. New dynamics will come into play, particularly in terms of accountability to small and large groups, as well as increased responsibilities with man-hour projections and general scene management.

DIPLOMA IN ANIMATION & 3D ARTS (A3DA)

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Concept DevelopmentThis module introduces various idea generation and concept development techniques. Students learn the pre-production skills of concept illustration and visual development through the application of knowledge skills in drawing, storytelling and composition to communicate the concept effectively to an audience. Digital Post-ProductionThis module focuses on the final stage of all animation production, which involves the assembly of various production elements ranging from rendered files to sound effects. Students are introduced to the effective use of equipment, compression strategies and codecs in post-production. Effective editing skills for animation such as working with animatic and finished-shot to build the final edit, compositing of visual effects and conformation of audio to picture with be covered. Students will also examine the various channels for media delivery, bandwidth consideration, and delivery format.

Fundamentals of Creative Professionals IIIThis module provides a stepping stone to the students in their IDM career. Students are given an insight into the IDM industries and are kept abreast of the updates and the necessary skill sets required in their career path. They also have the opportunity to be exposed to the various institutes of higher learning to further enhance their skill sets.

LEVEL 3.2Internship or Studio-based ProductionThe primary aim of this final year industry-based project is to nurture the spirit of innovation and enterprise in students and broaden their experience beyond classroom learning. It also provides students with the opportunity to apply the knowledge and skills gained in the past semesters. Using the demo programme prototyped in the earlier semester under the Concept Development module, students will develop an idea into a full working product. Local or overseas attachments are also possible.

3D Character RiggingThis module deals with issues relating to character modelling, rigging and setup based-on production requirements. Students will be presented with various character setups and explore appropriate modelling and rigging solutions for their own characters. Topics include skeletons, forward/inverse kinematics and custom control panels. Students will acquire the ability to set up a character for a wide range of complex body movements, with an emphasis on techniques for creating controls, which are realistic, flexible and can be intuitively animated.

Advanced 3D ModellingThis module continues to build on students’ 3D modelling skills through the creation of hyper-realistic models. Subjects like bipedal characters and creatures will be tackled through the balanced application of anatomy and technical efficiency. Students will learn to fuse the traditional art of sculpting organic form with digital modelling techniques. It covers anatomy in modelling and the need for quality in deformable and detailed surfaces.

Game MechanicsThis module studies the game mechanics – the rules intended to produce an enjoyable gameplay, and introduces the principles and methodologies behind the rules and play of games. It first studies the simplest types of games, board games and card games, and examines basic math and rules that make these simple games enjoyable. Students will then use this theoretical knowledge to create simple yet practical games that show their comprehension of what is enjoyable in games. It pays attention to the psychological design considerations, play testing, game tuning, player analysis, and the integration of visual, audio, tactile and the textual elements. Once students have mastered the basics of physical game mechanics, they will expand their expertise by looking at various arcade-action

games and other simple action games. They will then create prototypes of games and will hold focus groups to get feedback on their designs.

Texture & ShadingThis module covers the tools and techniques for the creation of custom 2D texture maps. Students learn about different artistic styles, levels of craftsmanship (handmade, manipulated scanned imagery and 3D compositing), repetition structures, and tile-able and seamless motifs, with grounding in traditional painting. Focus will be on the layering technique, where overlapping elements form rich and beautiful work. Texture mapping techniques will also be explored with emphasis on manual UV unwrapping.

2D Animation Production This module introduces the traditional animation production within the context of a small production pipeline. Students work in teams with the goal of delivering a short animate project. Students will work through the entire production process of the creation of a traditionally animated film. Students learn how to translate storyboard to layout and the choreography of camera and action to communicate the story effectively. Students will also acquire skills on how to deal with new dynamics within the team, and general scene management.

Acting for AnimationThis module further develops students’ ability to translate thoughts and feelings into specific gestures and actions. It surveys the history of acting in the theatre, animation and film. In addition, the module focuses on the analysis of action in the human form, gestures, timing, characterisation, communication of attitude, character relationship, storytelling through motion, emotion and thought process to create a moving and memorable acting performance.

3D Arts Specialisation

DIPLOMA IN ANIMATION & 3D ARTS (A3DA)

Character Animation Specialisation

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Advanced 3D Character AnimationThis module emphasises how character animation influences character personality and how performance and dialogue propel a story and create the mood. Students explore the choreography of a scene through action and composition. They become knowledgeable in multifaceted issues of animated performances. The expression of emotion, timing, and the subtlety of character is explored. Lip-synching and dialogue animation are presented. It also gives students an appreciative view of character rigging for animation.

Creature AnimationThis module aims to broaden students’ repertoire as an animator in the area of non-humanoid characters. Students develop a better understanding of animal anatomy and behaviour as the foundation of creature animation. Through detailed analyses of reference footage, aided by in-class demonstrations and lectures, students will produce professional-quality animation cycles. This module also introduces technical methods to students in order to optimise work flow in professional production environments.

3D Environment ModellingThis module provides the opportunity for students to create architectural interiors and the natural environments representing houses, buildings, and entire worlds contained under one roof, in which to place the game characters. It explores and integrates design and technology to develop matte paintings, virtual sets and digital backgrounds. Students acquire the knowledge and practical skill sets for digital matte painting production.

3D PrototypingThis module introduces the aspects of rapid prototyping by allowing students to partake in designing 3D models and implementing them into a physical 3D product. Students are exposed to various prototyping methods

and covers product design and using 3D printing as an enabling technology.

Digital PaintingThis module covers digital painting techniques essential to produce artwork and background for concept art, animation and games. It covers speed drawing and painting, and further enhances students’ understanding of light and shade, colour, composition, atmospheric and linear perspectives, form and space to create an appropriate mood and emotion for the situation as required in the script and the illusion of volume and space.

Effects & SimulationThis module aims to equip students with the capability to create a range of effects for a variety of needs in animation production. Students will be introduced to simulation through particle-based effects. An overview of softbody dynamics will also be covered in the form of cloth, hair and fluid simulation. Students learn to optimise their workflow with the goal of producing rendered effects that display natural behaviour and appearance.

Pre-Visualisation This module examines the digital pre-visualisation processes of modern filmmaking which supplement traditional storyboarding techniques. Through demos and exercises, students learn how to utilise animation and modelling in order to stage and art direct complex sequences before they proceed to actual production. Lighting, camera placement, movement, editing, and storytelling are also covered in class lectures.

Capstone ProjectIn this module, students are required to complete a substantial project that is the culmination of their education in the School of InfoComm Technology. The project can be a real-world problem proposed by a client, or it can be proposed by students in pursuit of their personal interests.

Elective Modules

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Financial Technology is identified as the next growth area in the world of finance. The banking and finance industry is undergoing massive changes. Financial institutions are making disruptive changes in the use of digital technologies to enable them to meet future banking needs.

The Diploma in Financial Informatics (FI) is a technical course that gives students a strong foundation of IT knowledge, focusing on coding, designing databases and understanding IT infrastructure. Students will also get to learn about the financial ecosystem, specifically in the area of Technology & Operations (T&O) to understand the financial landscape. This will prepare them for rapid disruptions in the financial industry. The FI course allows students to gain cross-disciplinary skills in infocomm technology and finance.

In their second year, students will get the chance to develop applications for the banking and finance industry, which focus on creating good customer experiences or reducing cost of transactions. Together with the comprehensive training in IT, students will have the opportunity to build or suggest innovative solutions for the financial institutions of the next generation. Students can also choose to specialise in Banking & Finance or Financial Analytics. In the Banking & Finance specialisation, students gain an understanding of the products, processes and IT applications that are used in the financial industry, enabling them to design effective IT solutions. In the Financial Analytics specialisation, students learn how to analyse large amounts of data to help financial institutions make effective and timely decisions. Students will also be taught how to manage and analyse the financial data, and to design and manage business processes and applications.

In the final year of study, students will get to work on projects with financial institutions or Financial Technology (FinTech) start-ups, accelerators or incubators. As part of their six-month internship, students will get to work on projects with leading financial institutions, such as DBS, OCBC and UOB or

FinTech start-ups, accelerators and incubators.

Students also take several Interdisciplinary Studies (IS) modules that aim to broaden their minds and help them develop the spirit of innovation and enterprise. This is important for FI professionals working in a complex business environment, where problems are multi-faceted in nature and knowledge and skills in different disciplines are required.

ENTRY REQUIREMENTS

To be eligible for consideration, candidates must have the following GCE ‘O’ Level examination (or equivalent) results.

Candidates must have also sat for a Science or Design & Technology or Food & Nutrition or a relevant OSIE / Applied Subject and fulfil the aggregate computation requirements.

Candidates with severe vision deficiency should not apply for the course.

CAREER PROSPECTS

With the dual strengths of IT and financial knowledge combined, FI graduates make the ideal techno-strategist for banks, financial institutions and enterprises. They can join the industry as Software Application Developers, IT Business Analysts, Data Analysts or Banking Operations Executives. Through further studies, students can move on to become business consultants, business intelligence analysts, application consultants, solutions architects, project managers and more.

Subject ‘O’ Level Grade

English Language

Mathematics (Elementary/Additional)

Any three other subjects

1-7

1-6

1-6

DIPLOMA IN FINANCIAL INFORMATICS (FI)

The Diploma in Financial Informatics (FI) course is a technical course which provides students a strong IT foundation. Students will also get to learn about the financial ecosystem, specifically in the area of Technology and Operations (T&O).

FIFINANCIAL DIPLOMA IN

INFORMATICS

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ACCREDITATION FOR FURTHER STUDIES

The Diploma in Financial Informatics is recognised by both local and overseas universities, which offer advanced standing to our graduates. In addition, they may be given module/credit exemptions in infocomm-related degree programmes at local universities.

Graduates can pursue further studies with universities such as:

• National University of Singapore • Nanyang Technological University • Singapore Management University • Singapore University of Technology and Design • University of New South Wales (Australia) • University of Melbourne (Australia)• Monash University (Australia)

FI graduates can also apply to the Singapore Institute of Technology to pursue relevant specialised degree programmes offered by reputable overseas university partners.

Module Name Credit Units

YEAR 3Level 3.1 (26 hours per week) Technologies for Financial Industry 4Fundamentals for IT Professionals III 2Prescribed/Elective Module # 4Prescribed/Elective Module # 4Capstone Project or 2 Elective Modules # 8World Issues: A Singapore Perspective ^ 2Interdisciplinary Studies (IS) elective 2

Level 3.2 Internship or Project 22

In the second year, students choose to major in a specialisation option. Each specialisation requires the completion of three prescribed modules.

Banking & Finance Specialisation • Corporate Banking Applications & Processes• Customer Experience Management• Financial Analysis & Modelling• Retail Banking Applications & Processes• Risk Management• IT Outsourcing

Financial Analytics Specialisation• Applied Analytics – Business• Applied Analytics – Finance• Descriptive Analytics• Predictive Analytics• Data Visualisation• Quantitative Analysis

COURSE CURRICULUM

Module Name Credit Units

YEAR 1Level 1.1 (27 hours per week) Accounting 4Computing Mathematics 4Economics 4Enterprise Information Systems 4Programming I 4Fundamentals for IT Professionals I 3Innovation Toolkit ^ 4

Level 1.2 (26 hours per week) Banking & Financial Products 4Databases 4Financial Ecosystem 4IT Infrastructure & Security 4Programming II 4Communication & Contemporary Issues ^ 4Sports & Wellness ^ 2

YEAR 2Level 2.1 (24 hours per week) Banking Technology & Operations 4Enterprise Business Processes 4Enterprise Systems Analysis & Design 4Secure Software Development 4Web Application Development 4Career & Professional Preparation II ^ 2Interdisciplinary Studies (IS) elective 2

Level 2.2 (24 hours per week) Financial Spreadsheet Engineering 4Software Development Methodology 4Fundamentals for IT Professionals II 2Prescribed/Elective module # 4Prescribed/Elective module # 4Prescribed/Elective module # 4Interdisciplinary Studies (IS) elective 2

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COURSE MODULES

LEVEL 1.1 AccountingThis module introduces the basic theory and concepts of accounting through the introduction of Business Structures and Financial Institutions. Basic accounting concepts and principles form the foundation of the module and students will be taught the complete accounting cycle; setting up the chart of accounts, balancing the trial balance and preparing financial statements. It also introduces risk and controls and accounting standards and regulations governing the financial services industry. Students will also learn about the differences between financial and management accounting as well as funding methods and financial ratios for business and banks.

Computing MathematicsThis module introduces the basic concepts of relations and functions, matrices and methods of statistics and their applications relevant to IT professionals. The main emphasis in this module is to develop students’ ability in solving quantitative problems in computing mathematics, and probability and statistics. Topics covered include fundamentals of statistics and probability, discrete and continuous probability distributions.

Economics The Economics module aims to introduce students to the basic concepts and principles in economics. Students would learn about the 10 principles of economics, demand and supply and its elasticities as well as government policies impacting them. Students would also be equipped with macroeconomics knowledge which includes National Income Accounting, Production and Growth, Inflation, Savings and Investments as well as Banking Competition and Theory of Banking Firm and its Structures. At the end of the module, students will be able to apply the concepts to world issues and understand how economic decisions impact financial markets and institutions.

Enterprise Information Systems Companies today are adopting the use of technology not just to assist them in their day-to-day operations but also gain an advantage over their competitors. Many companies are implementing enterprise-wide information systems that provide them with platforms to integrate and coordinate their business processes. The use of enterprise information systems has become a necessity in multi-national companies (MNCs) as well as small and medium enterprises (SMEs). Within an enterprise information system, there is an intricate relationship between business strategy, organisational structure, business processes and technology resulting in challenges and issues during implementation.

This module introduces students to the different components that build up an enterprise information system. Different types of information systems are used for business processes, from communication and order processing to data analysis for decision making, and in almost all business functions ranging from marketing, sales, procurement, and human resource, to product development and manufacturing, accounting and finance. Students will learn about the organisations and mapping the business processes to draw the activity diagram flows. It is essential for students to understand how information systems are used to help organisations and they are expected to suggest solutions and new uses of information systems to solve business problems. This will enhance their IT and business processes knowledge to prepare them for future modules, future employment or even future entrepreneurship.

Fundamentals for IT Professionals IThis module provides an introduction to the field of IT by exploring the roles, professional practices, ethical expectations and career development paths of IT professionals. Through a guided inculcation of interpersonal and team work skills with strong team bonding spirit, the module aims to deepen students’ commitment to the sector that the course prepares them for. In addition, students will be required to begin charting their career path in the IT industry

DIPLOMA IN FINANCIAL INFORMATICS (FI)

Notes: ^ For more details on Interdisciplinary Studies (IS) electives, please log on to www.np.edu.sg/is/

IS Modules The School of Interdisciplinary Studies (IS) delivers a broad-based curriculum, which nurtures a new generation of professionals with multidisciplinary skills and an innovative and entrepreneurial spirit to meet the challenges of a knowledge economy. IS offers both prescribed modules and electives to challenge boundaries. Prescribed modules develop students’ competencies in core areas such as Communication, Innovation and Enterprise, Culture and Communication, and Personal Mastery and Development, while elective modules provide insights into Arts and Humanities, Business, Design, and Science and Technology.

# The prescribed/elective modules offered may change from year to year, depending on relevance and demand. They may also include modules available in other diplomas offered by the School.

Elective Modules Students are allowed to select any of the following elective modules or any modules offered by the School of ICT:

• Big Data• Data Structures & Algorithms• E-Commerce Application Development• Enterprise Resource Planning• Mobile Application Development• Mobile Application Development II• User Experience • Service Management • Technopreneurship

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insurance companies would be discussed. Students will learn about the fundamentals of retail, wholesale and investment products as well as risk associated with them and the mitigating controls that banks put in place to manage the risks. The role of Information Technology is intertwined into the module, allowing students to appreciate the use of IT to increase operational efficiency and effectiveness in financial institutions.

Databases Today’s business organisations depend on information systems in virtually all aspects of their businesses. Corporate databases are set up to hold the voluminous business transactions generated by these information systems. This module introduces students to the underlying concepts of database systems and how to model and design database systems that reflect business requirements. Students will be taught how to analyse data needs, model the relationships amongst the data entities, apply normalisation process to relations and create the physical database. Skills to be taught include data modelling technique, transformation of data model to relations, normalisation technique and Structured Query Language (SQL).

Financial Ecosystem This module provides a macro overview of the network of organisations involved in the delivery of financial services through both competition and cooperation. Students will be introduced to the various participants in the financial ecosystem, which includes financial intermediaries, regulators, market operators, industry associations and customers. Subsequently, students would also learn about the market microstructures, interactions and interdependencies underlying the relationships intertwining these participants. Additionally, students would learn about the on-going digital evolution in the financial sector and its future implications for all participants.

IT Infrastructure & SecurityKnowledge in IT infrastructure and security are crucial for IT professionals in the Banking and Finance industry.

by considering crucial aspects such as personal preferences and aptitude, job roles and responsibilities, skills needed and further education.

Programming IThis module introduces the fundamentals of programming and how to develop programs using appropriate problem-solving techniques in a modular style. In this practice-oriented module, students are taught how to apply problem-solving skills using a top-down structured programming methodology and given ample practice in translating solutions into computer programs, then test and debug the programs. Topics include data types, variables, expressions, statements, selection structures, loops, simple computation and algorithms, and the use of libraries. Students will also practise the use of pseudocodes, best practices of programming, debugging techniques with the help of tools, development of test cases, and suitable program documentation. In addition, they will study various areas where application software plays a prominent part in helping organisations solve problems. Students will be given ample opportunity for independent and self-directed learning.

LEVEL 1.2 Banking & Financial ProductsFor banks and financial institutions to gain an edge over their competitors, many are providing consumers and corporates with a wide range of products and services. Many are harnessing information technology in their day-to-day operations to provide multiple channels and greater efficiency and effectiveness in banking and financial services to enhance overall customer experience.

This module provides a macro overview of the financial services industry, including financial intermediaries and allows students to understand the operational structure and the roles and responsibilities of different departments in banks at a high level. Subsequently, a myriad of banking and financial products that are widely available in commercial and investment banks and

Students will be introduced to typical IT infrastructure such as computer systems, applications, networks and security solutions. Students will also be introduced to the concepts of IT security vulnerabilities and risk analysis, and common security measures deployed in financial institutions to mitigate these risks.

Programming IIThis module builds upon the knowledge and skills acquired in Programming I. It aims to provide opportunities for the students to develop medium-scale applications based on the Object-Oriented (OO) approach. A suitable object-oriented high-level programming language will be used for students to continuously apply their problem-solving skills. The main concepts of OO and the implementation of applications using the OO approach will be taught in this module.

The module may also cover the concepts of Abstract Data Types (ADTs) and the implementation of some selected ADTs using the OO approach. Suitable sorting and search algorithms and the use of Application Protocol Interface (API) will be introduced when required. Other key topics include the introduction of system design concepts such as the class diagram. Software robustness and correctness, and good programming practices will be emphasised throughout the module. Independent and self-directed learning will also be encouraged.

LEVEL 2.1 Banking Technology & OperationsThis course aims to provide students with an overview of the process and transaction processing systems in the financial industry. For banks and financial institutions to stay competitive, many are also making use of information technology to assist them in their day-to-day operations to provide efficient and effective banking and financial services to serve their customers better.

DIPLOMA IN FINANCIAL INFORMATICS (FI)

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Enterprise Business ProcessesBusiness processes are a set of activities that are designed to produce a specific output for an organisation. Processes can be cross-functional or even spanning across organisations. For today’s businesses, especially for large and complex organisations with complex products and services, they very much rely on the efficiency and effectiveness of their business operations to compete with competitors, often with the help of IT systems. However, these business processes need to be agile and flexible in order to adapt to changes in business needs. Organisations which are unable to do this will be at a disadvantage. The study of enterprise business processes will illustrate to students the key business processes in typical organisations. Students will learn about the business strategies used in organisations while implementing business processes, the typical deliverables for a business process that each organisation adopts, the importance of integration of information across different departments or organisations and the relationship between the banks and organisations for all payments with customer and vendors. In addition, students are expected to draw detailed activity diagrams for the major business processes. At the end of the module, students will be able to appreciate the complexity of business processes, how IT can help organisations to be more competitive and gain basic management skills required to manage business processes in an organisation.

Enterprise System Analysis & DesignThis module introduces the Software Development Life Cycle (SDLC) from project planning to implementation with emphasis on analysis and design phases. It uses the object-oriented approach to document the business needs and design the IT solutions. Students are expected to view information systems from the perspective of business needs and participate in the design of IT solutions to solve the business problems and improve a company’s efficiency and productivity. In this module, the focuses for students are to understand, document and define the business needs

and propose the requirements of a new system or IT solutions using different techniques and tools. They will learn how to design the IT solutions, propose system architecture based on the requirements defined and decisions obtained during the system analysis phase. Concepts of system development and testing, system implementation, system support and maintenance will be covered as well.

Secure Software DevelopmentInsecure software cost companies data thefts, large fines and regulatory burdens. Therefore, this module and the Secure Software Development 2 module provide students with the knowledge of secure software development lifecycle and the skills needed to develop secure software that is reliable, hacker-resilient and recoverable upon disruptions. In the Secure Software Development 1 module, students begin with learning foundational concepts of object oriented programming, and web technologies such as HTML, CSS, JavaScript, PHP, and MySQL. Students are then trained to capture the security requirements that need to be designed and implemented in the software. They will learn secure software design, where implementation of several secure design principles and threat modelling are taught. From here on, students will dive into writing secure code that is resilient against injection attacks, cross-site scripting attacks, cross-site request forgery, click jacking, buffer overflows, phishing attacks, etc. Students will learn how software vulnerabilities can be exploited and how to address the risks.

Web Application DevelopmentThis module provides students with the knowledge and skills needed to develop web applications and web Application Programming Interfaces (API). Students will be introduced to an integrated development environment that will enable them to design and develop web applications and web APIs over the Internet. They will learn how to make use of web development technologies such as the ASP.NET framework, jQuery for rich internet applications, data interchange formats such as JSON AJAX, source code version control

systems such as GIT or SVN to develop effective web applications, and web APIs targeting both mobile web and unified web experience. This module aims to provide students with a good understanding of the web development architecture and service layer as well as the various issues related to web application development.

LEVEL 2.2 Financial Spreadsheet EngineeringThe spreadsheet is an indispensable tool for professionals, especially in the banking and finance industry, to solve business problems and make better informed decisions. This module will introduce students to the use of spreadsheets as a reporting and modelling tool in the areas of business and finance. Through hands-on Excel practical sessions in class, students will explore various spreadsheet functions and simple macros used for analysing, formatting and presenting data. Students will also be equipped with an understanding of best practices in spreadsheet usage and design.

Fundamentals for IT Professionals IIThis module gives a course-based experience in which students can engage with the local community and industry. This includes participation in community service events or in Service-Learning projects that leverages on students’ discipline knowledge and skills to meet identified needs. Through iterative and guided reflection on the service experience, students gain a broader appreciation of their discipline and an enhanced sense of personal voice, empathy and civic responsibility. Industry talks and seminars are organised to keep students up-to-date on emerging trends so as to build up their interpersonal, team and networking skills with the community and industry.

Software Development MethodologyThis module aims to integrate the knowledge acquired by students in application analysis, design and development to develop and application based on the Agile methodology. Students will get to work in teams to

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analysis, design, development and testing, delivery and presentation of the solution. Through the project, students will learn to appreciate the finer points of project planning and control issues relating to IT project development.

Corporate Banking Applications & ProcessesThis course aims to provide students with an overview of the process and transaction processing systems in a wholesale bank. The module begins with a look at the overall organisational structure, an overview of the high level roles and responsibility of each function and the systems architecture in a Wholesale bank. Subsequently, project management techniques arediscussed based on case studies, intertwining both product and processes. For banks and financial institutions to stay competitive, many are also making use of information technology to assist them in their day-to-day operations to provide efficient and effective banking and financial services to serve their customers better. The module will also discuss the use of information technology in wholesale banks.

Customer Experience ManagementWith SMAC (Social, Mobility, Analytics and Cloud) technologies resulting in a new competitive environment, the control has shifted from the seller to buyer. This module provides students with the knowledge and understanding of Customer Experience Management (CXM) as a business strategy in this new environment. The buyer’s experience is not limited to a single transaction but includes the sum of all experiences across all touch points and channels between a buyer and a seller over the duration of their relationship. This strategy aims to achieve a sustainable competitive advantage to help sellers manage the buyer’s experience that is both collaborative and personalised. Students will have an opportunity to have hands-on experience with customer management systems used by sellers that collect and create customer data,

Banking & Finance Specialisation

automated testing and source version controls. experience a real life application development cycle from application design to test scenarios development. Other topics will include key elements in project management,

LEVEL 3.1 Fundamentals for IT Professionals IIIThis module provides a stepping stone to the students in their IT career. Students are given an insight into the infocomm industries and are kept abreast of the updates and the necessary skill sets required in their IT career path. They also have the opportunity to be exposed to the various institutes of higher learning to further enhance their skill sets.

Technologies for Financial IndustryThis is an awareness module which provides the technical knowledge required by an IT Professional for the banking and finance industry. The module will cover the basic concepts and principles in the operations of infrastructure facilities (e.g. a data centre) for an organisation. This includes the areas of facilities management, operations, software installation and configuration, storage capacity sizing as well as network administration to ensure performance. The second half of the module will focus on typical organisation on IT support and standards such as infrastructure support and operations contracts, service level agreements and standard operating procedures. The module will also include concepts in IT service transition which include change management, release management, deployment management, asset management, configuration management and testing.

LEVEL 3.2 Internship or Project This module provides students with the opportunity to apply the knowledge and skills gained to develop an IT solution to solve a practical problem. Students may undertake an in-house industry-driven project, a Technopreneurship Enterprise project or a real-life IT project in a local or overseas organisation. These projects may include problem definition, requirements

segment that data into manageable data sets, make sense of the data and make it available for timely delivery. This allows companies to deliver consistent customer experiences that delight customers or achieve other organisational goals.

Financial Analysis & ModellingDecision making is critical to organisations. A good model and thorough analysis is needed for good and quick decision making. This module introduces students to frameworks used for financial analysis and financial models that can be developed for decision making. Through the use of hands-on practical exercises, students will get to develop their model to analyse financial reports and to understand the position and financial health of an organisation. Students will also be equipped with basic financial analysis and decision-making techniques.

IT OutsourcingOutsourcing involves the transfer of responsibilities of services to third–party vendors based on a contractual agreement. This has become a trend in today’s business world as the need for companies to stay responsive and flexible increases. Research has found that companies will likely increase their outsourcing investments in the years ahead. Functions that could possibly be outsourced include information technology, human resource, finance, logistics and even market research. In this module, students will get a better understanding of the needs and challenges in IT Outsourcing as well as Business Process Outsourcing. With the facilitation of their tutors, students will discuss topics in outsourcing strategies and management. At the end of this module, students can better appreciate why outsourcing has been widely adopted by the industries.

Retail Banking Applications & ProcessesThis course aims to provide students with an overview of the process and transaction processing systems in retail banks. The module begins with a look at the overall organisational structure, an overview of the high level roles and responsibility of each function and the

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systems architecture in a retail bank. Subsequently, project management techniques are discussed based on case studies, intertwining both product and technology to assist them in their day-to-day operations to provide efficient and effective banking and financial services to serve their customers better. The module will also discuss the use of information technology in retail banks.

Risk ManagementThe module aims to introduce students to risk management principles, frameworks and practices adopted by financial institutions. Students will learn about the different types of risks faced by financial institutions (operational, market and credit risk) and their drivers. Students will also be equipped with knowledge on the control processes and measurement techniques for each type of risk, as well as the IT applications and systems associated with them.

Applied Analytics – BusinessThis module will teach students to analyse customers, products and price using business analytics techniques to improve the competitiveness of the business. The techniques taught include Customer Lifetime Value analysis, customer segmentation, customer churn, customer retention, campaign management, cross-sell and up-sell, discount, price optimization, and fraud detection. Case studies from various domains such as Banking and Finance, Healthcare, Tourism and Hospitality, Manufacturing, Transport, Telecommunication and Retail will enable students to apply the business analytics techniques. Tools used with the case studies may include a data mining tool and/or spreadsheets to perform analytics using sample datasets from these domains.

Applied Analytics – FinanceThis module will teach students to analyse customers, products and services using business analytics

Financial Analytics Specialisation

techniques to improve the competitiveness of businesses in the financial industry. The analysis will be centred on answering questions such as: How to discover characteristics of customers? How to identify potential new customers? How to determine credit rating of customers? How can we identify suspicious transactions and prevent them?

Data VisualisationThis module discusses the techniques and algorithms for creating effective visualisations based on principles and techniques from graphic design, visual art, perceptual psychology and cognitive science. The module is targeted towards students interested in using visualisation in their own work, as well as students interested in building better visualisation tools and systems.

Descriptive AnalyticsDescriptive Analytics refers to a discipline used by many companies to analyse their data for improved decision making. Descriptive Analytics describes what happened in the past. It can include various forms of reports, queries and dashboards. This module aims to teach students the descriptive analytics lifecycle. Students will learn to ask the appropriate analytics questions, identify and aggregate data sources and create data models. They will apply techniques to analyse the data captured in these models. They will also create appropriate visualisation components to gain insights from the data. These visualisation components will be synthesised into dashboards that add value and can be readily consumed by business users.

Predictive AnalyticsPredictive analytics uses models of the past to predict the future. The main focus of this module will be to teach students data mining techniques and their applications in predictive analysis that seek to answer the “What could happen in the future” question. The module will introduce the principles of data mining. Students will learn about data pre-processing and exploration and pattern discovery. Students will use

DIPLOMA IN FINANCIAL INFORMATICS (FI)

a data mining tool to explore the use of various data mining techniques using sample datasets from various domains. Techniques used in predictive modelling such as decision trees, regressions and neural networks will also be taught. Students will also learn to assess and implement models and gain an understanding of ethics involved.

Quantitative AnalysisThis module provides students with an introduction to applied statistical reasoning and the full process of statistical inquiry and evaluation. This module will cover methods of data collection, the construction of effective graphical and numerical displays to understand data, the estimation and description of errors in estimates, and the use of statistical testing.

Big DataThis introductory module covers the fundamentals of elements of Big Data: volume, velocity and variety. Students will learn various technologies & tools used to create a big data ecosystem which is able to handle storing, indexing & search. This module also covers the whole technology stack of Big Data: infrastructure, data management and analytics. Tools such as Hadoop, HDFS, and MapReduce will be taught in this module.

Data Structures & AlgorithmsThis module aims to provide students with the knowledge and skills to analyse, design, implement, test and document programmes involving data structures. It teaches basic data structures and algorithms within the conceptual framework of abstract data types. The emphasis here is to use the class feature of an Object-Oriented language platform to give the concrete implementation of various abstract data types.

eCommerce Applications DevelopmentThis module aims to provide students with the technical skills as well as an appreciation of the business

Elective Modules

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perspective on electronic commerce (eCommerce). Themain focus will be on building a Business-to-Consumer (B2C) eCommerce website. Students will be taught the building blocks and enabling technologies for building eCommerce applications, the processes of eCommerce transactions and some business issues on eCommerce. The module will also provide hands-on experiences for students to build a simple B2C eCommerce website on their own.

Enterprise Resource PlanningMore and more businesses adopt Enterprise Resource Planning (ERP) systems nowadays. It helps organisations to improve efficiency and productivity by integrating the different types of transactions from different business processes into one common database. The data can be extracted easily for analysis and decision making. ERP systems have the capability to integrate the data and processes of an organisation with external business partners such as customers, vendors and banks which improved collaborations and workflows. In this module, students will have hands-on exposure to the world market leading ERP software, for example SAP, to learn and demonstrate how basic business processes are represented and integrated in a real world business setting. Students are able to apply and link the concepts learnt from other modules (e.g. Enterprise Information System, Accounting, Enterprise Business Processes, Enterprise System Analysis and Design) in ERP systems which allow them to understand the importance of information sharing is critical for any organisations. In addition, students will also learn about the challenges and issues in ERP implementations.

Mobile Applications DevelopmentThis module focuses on the design and development of applications for mobile devices like hand phones, personal digital assistants (PDAs) and handheld computers. Due to the nature of these handheld devices, issues such as memory storage, user interface and data input methods require more careful consideration and planning. At the end of this module, students will be able to develop applications that can

run on mobile devices and interact wirelessly with server-side programmes.

Mobile Applications Development IIThis module builds upon the skills and knowledge that students have acquired from the Mobile Applications Development module. It will focus on the development of advanced applications and emerging mobile operating systems. For example, students could develop applications for industries such as entertainment, games and healthcare. They will learn to develop applications for emerging operating systems such as the iPhone OS and Android.

User ExperienceThis module focuses on the principles and techniques for designing good user experience in software applications and other products such as ATMs, kiosks, etc. Students will learn to apply business requirement gathering techniques as well as the analysis, design and validation phases of the user experience design life cycle, with emphasis on building empathy with users. They learn to communicate designs through deliverables such as personas, sitemaps and wireframes. Practical hands-on design activities will be guided by concepts such as information architecture, content strategy, formulation of user needs, and the application of design principles in interface, navigation, interaction and usability. The student will apply these concepts and techniques to design and prototype a web/ mobile application, and to present and critique design decisions.

Service Management This module provides students with an understanding of service management processes that enables more effective IT operations. It equips students with the skills to manage services’ cost, create value and measure IT performance. It includes the knowledge of Information Technology Infrastructure Library (ITIL®) and financial management for IT services.

TechnopreneurshipThe rapid emergence of new infocomm technologies isempowering new capabilities as well as opportunitiesfor creativity and entrepreneurship. This module focuses on the processes and mechanisms by which new ideas and inventions can be commercialised in the market. Students will examine case studies of real-world examples of technopreneurship. They will also learn about the issues and challenges of transforming a technological innovation into a successful product or service in the market place.

Capstone ProjectIn this module, students are required to complete a substantial project that is the culmination of their education in the School of InfoComm Technology. The project can be a real-world problem proposed by a client, or it can be proposed by students in pursuit of their personal interests.

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The adoption of infocomm technology has led to greater productivity, reduction in costs, increased convenience, improvement in the quality of services, and creation of new business and revenue models for businesses. However, infocomm technology can also be exploited by criminals, terrorists, syndicates and irresponsible hackers, who cause harm and create mischief.

The Diploma in Information Security & Forensics (ISF) is a practice-oriented course that equips students with critical skills related to offensive and defensive security and digital forensics.

This course provides a strong foundation in computer networking, operating systems, software programming and security. With these skills, students can then deepen their knowledge and skills through specialised second-year modules which will lead them to the following areas: Network Security, Software Security and Digital Forensics.

In the final year, students will be able to apply their knowledge and skills to perform penetration testing on software, systems and networks, in-depth forensic investigation on digital devices and networks, and malware analysis.

Students will also learn how to secure codes and processes that go into developing applications, so that they are protected from external threats right from the start. This is called the Security Development Life Cycle process, and is a valued skill in the industry.

ISF students can also attend masterclasses by Information Security professionals, and work on projects in the area of information security and forensics with companies such as the Ministry of Home Affairs, Palo Alto Networks, Quann, SecureAge and CrimsonLogic.

Integrated into the curriculum are Interdisciplinary Studies (IS) electives that enable students to widen and deepen their spectrum of knowledge beyond the core modules. Their perspectives are broadened and an innovative and enterprising spirit is nurtured. This is important for ISF professionals as they work in complex business environments where problems are multi- faceted in nature and require knowledge and skills in different disciplines.

ENTRY REQUIREMENTS

To be eligible for consideration, candidates must have the following GCE ‘O’ Level examination (or equivalent) results.

Candidates must have also sat for a Science or Design & Technology or Food & Nutrition or a relevant OSIE / Applied Subject and fulfil the aggregate computation requirements.

Candidates with severe vision deficiency should not apply for the course.

CAREER PROSPECTS

There is a global shortage of IT security professionals, and the Singapore Government recently launched a masterplan to grow Singapore’s own pool of professionals to address this deficiency.

With the ISF diploma, graduates can join security agencies such as INTERPOL and the Singapore Police Force, IT solutions providers, IT consulting companies, IT security product companies, secure software development companies, and the IT security divisions of banks and financial companies. Graduates can work as a security analyst, security engineer, security software developer, penetration tester, digital forensics investigator and malware analyst.

ACCREDITATION FOR FURTHER STUDIES

The Diploma in Information Security and Forensics is recognised by both local and overseas universities, which offer advanced standing to our graduates. In addition, they may be given module/credit exemptions

Subject ‘O’ Level Grade

English Language

Mathematics (Elementary/Additional)

Any three other subjects

1-6

1-6

1-6

DIPLOMA IN INFORMATION SECURITY & FORENSICS (ISF)

The adoption of infocomm technology has led to greater productivity, reduction in costs, increased convenience, improvement in the quality of services, and creation of new business and revenue models for businesses. However, infocomm technology can also be exploited by criminals, terrorists, syndicates and irresponsible hackers, who cause harm and create mischief.

ISFINFORMATION DIPLOMA IN

SECURITY & FORENSICS

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in infocomm-related degree programmes at local universities.

Graduates can pursue further studies in universities such as:

• National University of Singapore: Bachelor of

Computing in Information Security*

• Nanyang Technological University: Bachelor of

Engineering (Computer Science) or Bachelor of

Engineering (Computer Engineering)

• Singapore University of Technology & Design:

Bachelor of Engineering with a major in Information

Systems Technology & Design

• Singapore Management University: Bachelor of

Science in Information Systems Management

• Singapore Institute of Technology: Bachelor of

Engineering in Information and Communications

Technology (Software Engineering), Bachelor of

Computer Science

• Johns Hopkins University (USA): Bachelor of

Computer Science

• Monash University (Australia): Bachelor of Computer

Science

• University of New South Wales (Australia): Bachelor

degree in Computer Science/Computer Engineering

* ISF graduates may get advance credit for selected modules if they meet the admission criteria for the Information Security Preparatory Programme at NUS School of Computing.

COURSE CURRICULUM

Module Name Credit Units Module Name Credit Units

YEAR 1Level 1.1 (25 hours per week) Computing Mathematics 4Cryptography 4Programming I 4Operating Systems Fundamentals 4Fundamentals for IT Professionals I 3Innovation Toolkit ^ 4Sports & Wellness ^ 2

Level 1.2 (24 hours per week) Databases 4Networking Fundamentals 4Programming II 4Front End Development 4Vulnerabilities 101 4Communication & Contemporary Issues ^ 4

YEAR 3Level 3.1 (22 hours per week) Ethical Hacking 4Elective Module # 4Capstone Project or 2 Elective Modules # 8Fundamentals for IT Professionals III 2World Issues: A Singapore Perspective ^ 2Interdisciplinary Studies (IS) elective 2

#Elective Modules• Network Security• Mobile Device Security & Forensics• Governance & Data Protection• Network Forensics

Level 3.2 Internship or Project 22

YEAR 2Level 2.1 (22 hours per week) Reverse Engineering Malware 4Information Security 4Networking Infrastructure 4Secure Software Development 4Fundamentals for IT Professionals II 2Career & Professional Preparation II ^ 2Any 1 Interdisciplinary Studies module ^ 2

Level 2.2 (22 hours per week) Digital Forensics 4Server & Cloud Security 4Malware Analysis Tools and Techniques 4Web Application Pen-Testing 4Data Structures & Algorithms 4Interdisciplinary Studies (IS) elective 2

DIPLOMA IN INFORMATION SECURITY & FORENSICS (ISF)

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COURSE MODULES

LEVEL 1.1 Computing Mathematics This module introduces the basic concepts of relations and functions, matrices and methods of statistics and their applications relevant to IT professionals. The main emphasis in this module is to develop students’ ability in solving quantitative problems in computing mathematics, probability and statistics. Topics covered include fundamentals of statistics and probability, discrete and continuous probability distributions.

Cryptography This module covers the essential concepts of Cryptography, including Public Key Infrastructure (PKI), Digital Signature and Certificate, and the various encryption/decryption algorithms. Students will

understand how Symmetric and Asymmetric (Public- Key) cryptographic techniques are used to support different security implementations, and the encryption/ decryption algorithms used in these techniques. The role of the Certificate Authority, how the digital certificates are generated, managed and distributed will also be covered in detail.

Fundamentals for IT Professionals IThis module provides an introduction to the field of IT by exploring the roles, professional practices, ethical expectations and career development paths of IT professionals. Through a guided inculcation of interpersonal and team work skills with strong team bonding spirit, the module aims to deepen students’ commitment to the sector that the course prepares them for. In addition, students will be required to begin charting their career path in the IT industry by considering crucial aspects such as personal preferences and aptitude, job roles and responsibilities, skills needed and further education.

Operating Systems FundamentalsThis module focuses on the fundamentals and principles of Operating Systems. It explains what general operating systems are and what they do. The module teaches concepts that are applicable to a variety of operating systems such as Windows and Linux. Students will learn about the different number and character representation methods such as binary, hexadecimal and ASCII. Concepts including processes, physical and virtual memory, files and directories, file systems, shell and OS commands will be covered.

Programming IThis module introduces the fundamentals of programming and how to develop programs using appropriate problem-solving techniques in a modular style. In this practice-oriented module, students are taught how to apply problem-solving skills using a top-down structured programming methodology and given ample practice in translating solutions into computer programs, then test and debug the programs. Topics

include data types, variables, expressions, statements, selection structures, loops, simple computation and algorithms, and the use of libraries. Students will also practise the use of pseudocodes, best practices of programming, debugging techniques with the help of tools, development of test cases, and suitable program documentation. In addition, they will study various areas where application software plays a prominent part in helping organisations solve problems. Students will be given ample opportunity for independent and self-directed learning.

LEVEL 1.2 Databases Today’s business organisations depend on information systems in virtually all aspects of their businesses. Corporate databases are set up to hold the voluminous business transactions generated by these information systems. This module introduces students to the underlying concepts of database systems and on how to model and design database systems that reflect business requirements. Students will be taught how to analyse data needs, model the relationships amongst the data entities, apply normalisation process to relations and create the physical database. Skills to be taught include data modelling technique, transformation of data model to relations, normalisation technique and SQL (Structured Query Language).

Front End DevelopmentThis module teaches the fundamental skills required to develop responsive websites that are optimised for mobile and desktop viewing. The students would attain skills and knowledge in programming languages such as HTML, CSS, JavaScript, jQuery, and AJAX which are used to develop interactive websites. This allows students to develop a website with interactive elements, providing them with a tangible product that they can develop into an interactive resume application and e-Portfolio website.

Networking FundamentalsThe module covers the terminology and technologies

DIPLOMA IN INFORMATION SECURITY & FORENSICS (ISF)

Notes: ^ For more details on Interdisciplinary Studies (IS) electives, please log on to www.np.edu.sg/is/

IS Modules The School of Interdisciplinary Studies (IS) delivers a broad-based curriculum, which nurtures a new generation of professionals with multidisciplinary skills and an innovative and entrepreneurial spirit to meet the challenges of a knowledge economy. IS offers both prescribed modules and electives to challenge boundaries. Prescribed modules develop students’ competencies in core areas such as Communication, Innovation and Enterprise, Culture and Communication, and Personal Mastery and Development, while elective modules provide insights into Arts and Humanities, Business, Design, and Science and Technology.

# The elective modules offered may change from year to year, depending on relevance and demand. They may also include modules available in other diplomas offered by the School.

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in current networking environments and provides a general overview of the field of networking as a basis for subsequent related modules in the course. Topics relating to types of networks, network topologies, network technologies and layered protocol architectures will be taught. In addition, the students will also learn the OSI model to understand data networks and understand commonly used network systems such as Ethernet. As TCP/IP is deployed in most of today’s network architecture, the topic will be discussed in detail. An overview of internetworking will also be presented to allow students to have a global picture of how local area and wide area networks are interconnected in the real world.

Programming IIThis module builds upon the knowledge and skills acquired in Programming 1 (PRG1). It aims to provide opportunities for the students to develop medium-scale applications based on the Object-Oriented (OO) approach. A suitable object-oriented high-level programming language will be used for students to continuously apply their problem-solving skills. The main concepts of OO and the implementation of applications using the OO approach will be taught in this module. The module may also cover the concepts of Abstract Data Types (ADTs) and the implementation of some selected ADTs using the OO approach. Suitable sorting and search algorithms and the use of Application Protocol Interface (API) will be introduced when required. Other key topics include the introduction of system design concepts such as the class diagram. Software robustness and correctness, and good programming practices will be emphasised throughout the module. Independent and self-directed learning will also be encouraged.

Vulnerabilities 101This module provides a broad overview of the various security vulnerabilities, threats and attacks in different domains (end-user, physical, data, network, software, system). Common attacks such as social engineering, backdoor, and password cracking will be covered.

There will be sharing of real cases of security attacks, and students will learn how these attacks take place and propose mitigation techniques.

LEVEL 2.1 Fundamentals for IT Professionals II This module gives a course-based experience in which students can engage with the local community and industry. This includes participation in community service events or in Service-Learning projects that leverage students’ discipline knowledge and skills to meet identified needs. Through iterative and guided reflection on the service experience, students gain a broader appreciation of their discipline and an enhanced sense of personal voice, empathy and civic responsibility. Industry talks and seminars are organised to keep students up-to-date on emerging trends so as to build up their interpersonal, team and networking skills with the community and industry.

Information Security This module provides an overview of the various domains of information security. It aims to provide an appreciation of information security from an end-to- end perspective. This module covers security in seven domains: data, physical, system, network, software, end-user and organisation. Students will appreciate the various aspects of information security and this will lead them to the more advanced modules such as “Malware Analysis Tools & Techniques”, “Ethical Hacking” and “Digital Forensics”.

Networking InfrastructureThis module covers basic Local Area Network (LAN) and Wide Area Network (WAN) infrastructures including physical cabling systems used for an enterprise network, and how hardware platforms such as switches, routers and servers are deployed in typical networks. The module also introduces students to major networking protocols such as Ethernet, RIP, PPP, OSPF and HDLC, network operating systems and applications that run on LANs/WANs. Students will learn to configure switches and routers, and will be

taught the techniques to configure and troubleshoot LANs and WANs. Reverse Engineering MalwareThis module trains students in reverse engineering malicious software using system and network monitoring tools, a disassembler, and a debugger. The module focuses on teaching students the essential assembly language concepts, along with the use of an assembly language emulator, a disassembler, and a debugger. These assembly language concepts and tools are needed to examine malicious code and understand its execution flow, identify common assembly-level patterns in malicious code, identify suspicious API calls, and to bypass defensive mechanisms of the malware.

Secure Software DevelopmentThis module provides students with the knowledge of the secure software development lifecycle. It trains students to incorporate security throughout the entire process of software development. With the knowledge gained from this module, students would be able to design, code, test and deploy software with a security mindset. The module begins with training students on how to identify, gather and record security requirements for a software. Students will learn secure software design, where various security frameworks, considerations and methodologies are taught. Students will understand how software vulnerabilities can be exploited and how to address the risks. Students are trained to write secure code that is resilient against critical web application attacks. Finally, students are trained in secure software testing and how to securely deploy software.

LEVEL 2.2 Data Structures & AlgorithmsThis module aims to provide students with the knowledge and skills to analyse, design, implement, tests and document programs involving data structures. It teaches basic data structures and algorithms within the conceptual framework of abstract data types.

DIPLOMA IN INFORMATION SECURITY & FORENSICS (ISF)

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The emphasis here is to use the class feature of an Object-oriented language platform to give the concrete implementation of various abstract data types.

Digital ForensicsThis module gives an insight into the process of forensics investigation. It covers the various types of computer-related crimes, techniques of gathering electronic evidence, and the recovering of deleted, damaged or encrypted data. Students will also make use of advanced forensic tools to perform forensic investigation. Besides the tools and techniques of investigation, students will be taught sound forensic investigation methodology and the proper handling of evidence. The module will also cover aspects of law and policies applicable to digital forensics.

Malware Analysis Tools and TechniquesThis module teaches a repeatable malware analysis methodology, which includes static analysis, code analysis, and behavioural analysis. Students are taught how to write a malware analysis report on a target malware. Students will be able to determine the malware’s indicators of compromise needed to perform incident response triage. This module trains students to efficiently use network and system monitoring tools to examine how malware interacts with the file system, registry, network, and other processes in an OS environment. Students are also trained to decrypt and analyse malicious script components of web pages, identify and examine the behaviour of malicious documents, and apply memory forensics techniques to analyse complex malware and rootkit infections. This module carries a pre-requisite: Reverse Engineering Malware (REM).

Server & Cloud SecurityThis module aims to teach students the concepts and knowledge related to securing web servers and cloud models. It covers topics such as how a web server is installed and optimised securely, the various methods of attacking web servers and the appropriate countermeasures. The specific tools used to test for

vulnerabilities in web servers, their applications and databases will also be covered. Cloud security topics will cover introduction to the various delivery models of cloud computing ranging from Software as a Service (SaaS) to Infrastructure as a Service (IaaS). Each of these delivery models presents an entirely separate set of security conditions to consider. An overview of security issues within each of these models will be covered with in-depth discussions of risks to consider.

Web Application Pen-TestingThis module provides a thorough understanding of major web application vulnerabilities and their potential impact on people and organisations. The module teaches a repeatable web pen-testing methodology, which includes reconnaissance, mapping, discovery, and exploitation of web application vulnerabilities and flaws. Students are taught how to write a web application pen-test report. The module teaches students the pen-tester’s perspective of web applications. It trains students on building a profile of the machines that host the target web application and come up with a map of the web application’s pages and features. Students are also trained in web application attack tools and interception proxies that are used to discover and exploit key web application vulnerabilities.

LEVEL 3.1 Ethical HackingThis module aims to develop Penetration Testers for the information security industry. They will be taught to follow a process model to locate and establish targets, find vulnerabilities, and exploit the flaws to determine potential impact and business risk with the goal of helping the owner improve security practices. Students will learn the techniques hackers use to hack a system, and the steps to secure it. Students will have hands-on practice on actual pen-testing that involves reconnaissance to map out IT infrastructure, scanning vulnerable systems, and developing attack vectors to exploit loopholes in a system. Students will also be taught the necessary countermeasures to mitigate risks of exploitation through system hardening, intrusion

detection and prevention.

Fundamentals for IT Professionals IIIThis module provides a stepping stone to the students in their IT career. Students are given an insight into the infocomm industries and are kept updated with the latest skill sets required in their IT career path. They also have the opportunity to be exposed to various institutes of higher learning to further acquire their skill sets.

LEVEL 3.2 Internship or ProjectThis module provides students with the opportunity to apply the knowledge and skills gained to develop an IT solution to solve a practical problem. Students may undertake an in-house industry-driven project or a real-life IT project in a local or overseas organisation. These projects may include problem definition, requirements analysis, design, development and testing, delivery and presentation of the solution. Through the project, students will learn to appreciate the finer points of project planning and control issues relating to IT project development.

Mobile Device Security & ForensicsThis module covers techniques and tools in the context of a forensic methodology to extract and utilise digital evidence on mobile devices. Students will learn how to use current forensic tools to preserve, acquire & examine data stored in a mobile device. The module covers basic SIM Card examination and cell phone forensics on multiple platforms such as iPhone, Android & Windows Mobile. The module takes a practice- oriented approach to performing forensics investigation on mobile phones. This module carries a co-requisite: Digital Forensics.

Network SecurityThis module provides an in-depth knowledge on network security in a defensive view. It covers various types of firewall technologies, Virtual Private Networks

Elective Modules

DIPLOMA IN INFORMATION SECURITY & FORENSICS (ISF)

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(VPNs), and Intrusion Detection/Prevention Systems (IDS/IPS). Students will have a chance to configure and deploy state-of-the-art networking devices in a typical computer network. Students will be taught skills to identify the internal and external threats against a network and to propose appropriate security policies that will protect an organisation’s information. Students will also learn how to implement successful security policies and firewall strategies in this module.

Governance & Data ProtectionThis module examines the relevant frameworks to ensure that information assets are protected within an organisation. It includes the processes and policies for administering and managing a company’s IT systems that follow the compliance framework. Concepts on risk management process, risk analysis and mitigation will also be introduced. Students will learn to evaluate risks against the company’s critical assets and deploy safeguards to mitigate them. Control frameworks such as PCI (Payment Card Industry), ISO 17799/27002, and COBIT will be covered.

Network ForensicsNetwork equipment, such as web proxies, firewalls, IDS, routers, and even switches, contain evidence that can make or break a case. This module provides students with the knowledge and skills to recover evidence from network-based devices. It will begin with an introduction of different network devices and the type of data that are useful from a forensic point of view. It then moves on to the most common and fundamental network protocols that the forensic investigators will likely face during an investigation. These include the Dynamic Host Configuration Protocol (DHCP), Network Time Protocol (NTP) and Microsoft Remote Procedure Call (RPC) protocol. The students will learn a variety of techniques and tools to perform sniffing and log analysis on the network. Commercial and Open Source tools will be used to perform deep packet analysis while SIEM tools such as Splunk will be used to perform log analysis on network devices.

DIPLOMA IN INFORMATION SECURITY & FORENSICS (ISF)

Capstone ProjectIn this module, students are required to complete a substantial project that is the culmination of their education in the School of InfoComm Technology. The project can be a real-world problem proposed by a client, or it can be proposed by students in pursuit of their personal interests.

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DIPLOMA ININFORMATION TECHNOLOGY(IT)

The Diploma in Information Technology (IT) empowers students to become IT professionals, equipping them with problem-solving skills, knowledge of business functions as well as technical skills to harness the power of information and Internet technologies in the digital economy.

This course provides a strong foundation for the development of robust application systems for all types of businesses and industries. Core modules focus on the fundamental knowledge and skills required of IT professionals, including web applications, information systems, software development, computer systems, data communication and network systems, computing mathematics and communication skills. Students will have the opportunity to develop their competence in integrating various IT technologies with effective IT solutions and applications to solve business problems.

Integrated into the curriculum are electives and Interdisciplinary Studies (IS) modules that enable students to widen and deepen their spectrum of knowledge beyond the core modules. Their perspectives are broadened and an innovative and enterprising spirit nurtured. This is important for IT professionals working in a complex business environment where problems are multi-faceted in nature and require knowledge and skills in different disciplines.

In their second and third year, students can customise their education according to their passions and interests by choosing from a myriad of electives in areas such as games programming, solutions development, mobile business applications, cloud computing, business analytics, infocomm sales & marketing and more. To strengthen their work experience, students will have to undertake an internship in their final year in a relevant industry.

ENTRY REQUIREMENTS

To be eligible for consideration, candidates must have the following GCE ‘O’ Level examination (or equivalent) results.

Candidates must have also sat for a Science or Design & Technology or Food & Nutrition or a relevant OSIE / Applied Subject and fulfil the aggregate computation requirements.

Candidates with severe vision deficiency should not apply for the course.

CAREER PROSPECTS

Singapore has a vibrant IT industry with many international IT companies based here. Graduates can join the industry as IT professionals who are able to choose from a wide variety of jobs.

With the freedom to choose electives, students can follow their passion and pursue a variety of fields. Graduates can pursue careers such as programmers, application developers and administrators for network systems and the web. They can also become business solutions analysts and designers, software engineers, enterprise software developers, mobile business application developers, system engineers, cloud operation engineers, infocomm sales and marketing professionals, business intelligence analysts or game developers.

ACCREDITATION FOR FURTHER STUDIES

The Diploma in Information Technology is an internationally recognised qualification. Graduates enjoy advanced standing at many local and overseas

Subject ‘O’ Level Grade

English Language

Mathematics (Elementary/Additional)

Any three other subjects

1-7

1-6

1-6

DIPLOMA IN INFORMATION TECHNOLOGY (IT)

Information technology has revolutionised the way people live and the way businesses function. It forms the infrastructure of the new economy, and has transformed how business is done by introducing innovation and enhancing efficiency.

ITINFORMATION DIPLOMA IN

TECHNOLOGY

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universities. In addition, they may be given module/credit exemptions in infocomm-related degree programmes at local universities.

Graduates can pursue further studies in universities such as:

• National University of Singapore: Bachelor of Computing (Honours) in Computer Science or Communications & Media, Bachelor of Computing in Information Systems or Electronic Commerce and Bachelor of Engineering (Computer Engineering)

• Nanyang Technological University: Bachelor of Science (Honours) in Computer Engineering or Computer Science

• Singapore Management University: Bachelor of Science in Information Systems Management

• Singapore University of Technology & Design: Bachelor of Engineering with major in Information System Technology and Design

COURSE CURRICULUM

Module Name Credit Units Module Name Credit Units

YEAR 1Level 1.1 (25 hours per week) Computing Mathematics 4Enterprise Information Systems 4Fundamentals for IT Professionals I 3Operating Systems Fundamentals 4Programming I 4Innovation Toolkit ^ 4Sports & Wellness ^ 2

Level 1.2 (26 hours per week) Databases 4Front-End Development 4Networking Fundamentals 4Portfolio I 6Programming II 4Communication & Contemporary Issues ^ 4

YEAR 3*Level 3.1 Internship and/or Project 22

Level 3.2 (24 hours per week) Elective Module # 4Elective Module # 4Elective Module # 4Capstone Project or 2 Elective Modules # 8World Issues: A Singapore Perspective ^ 2Interdisciplinary Studies (IS) elective ^ 2

Electives: Area of Interest: Business & Data Analytics• Big Data • Data Visualisation• Descriptive Analytics • Predictive Analytics • Quantitative Analysis

Area of Interest: Cloud Computing• Cloud Architecture & Technologies• Designing & Managing Cloud Databases • Developing Cloud Applications• Virtualisation & Data Centre Management

Area of Interest: Enterprise Solutioning• Business Process Modelling & Design• Customer Experience Management• Enterprise Business Solutions

Area of Interest: Games Programming• Artificial Intelligence for Games• Game Interactivity• Game Production• Gameplay Programming• Maths for Games

YEAR 2Level 2.1 (26 hours per week) Fundamentals for IT Professionals II 5Information Security 5Object-Oriented Analysis & Design 6Web Application Development 5Elective Module # 5Elective Module # 5Career & Professional Preparation II ^ 2Interdisciplinary Studies (IS) elective ^ 2

Level 2.2 (26 hours per week) Full-Stack Development 4Fundamentals for IT Professionals III 2Portfolio II 6User Experience 4Elective Module # 4Elective Module # 4Interdisciplinary Studies (IS) elective ^ 2

DIPLOMA IN INFORMATION TECHNOLOGY (IT)

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Module Name Credit Units

Area of Interest: Infocomm Sales & Marketing** • Customer Decision Making & Negotiation Skills• Infocomm Sales & Marketing Strategies• Infocomm Sales Life Cycle Management

Area of Interest: Mobile Business Applications • Mobile Applications Development• Mobile Applications Development II***• Mobile Device Security & Forensics

Area of Interest: Solutions Architect • Advanced Object Oriented Analysis & Design • Data Structures & Algorithms• e-Commerce Application Development• Secure Software Development

General Electives• Emerging Trends in IT• Technopreneurship• Capstone Project

Notes: ^ For more details on Interdisciplinary Studies (IS) electives, please log on to www.np.edu.sg/is/

IS Modules The School of Interdisciplinary Studies (IS) delivers a broad-based curriculum, which nurtures a new generation of professionals with multidisciplinary skills and an innovative and entrepreneurial spirit to meet the challenges of a knowledge economy. IS offers both prescribed modules and electives to challenge boundaries. Prescribed modules develop students’ competencies in core areas such as Communication, Innovation and Enterprise, Culture and Communication, and Personal Mastery and Development, while elective modules provide insights into Arts and Humanities, Business, Design, and Science and Technology.

# The elective modules offered may change from year to year, depending on relevance and demand. They may also include modules available in other diplomas offered by the School.

** The Infocomm Sales & Marketing modules are offered in collaboration with Microsoft Singapore. They provided their expertise on the design, development and delivery of curriculum pertaining to the sales and marketing of infocomm products, services and solutions.

Microsoft Singapore proudly supports the School’s commitment to jump-start the process of creating a pool of highly skilled and sought-after professionals in infocomm sales and marketing. Microsoft is a trademark of the Microsoft group of companies.

*** ICT is a member of the iPhone Developer University Program. Under this programme, the School has incorporated iPhone apps development into its curriculum.

DIPLOMA IN INFORMATION TECHNOLOGY (IT)

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COURSE MODULES

LEVEL 1.1 Computing Mathematics This module introduces the basic concepts of relations and functions, matrices, statistical methods and relevant applications. The main emphasis is to develop students’ ability in solving quantitative problems in computing mathematics, probability and statistics.

Enterprise Information SystemsCompanies today are adopting the use of technology not just to assist them in their day-to-day operations but also gain an advantage over their competitors. Many companies are implementing enterprise-wide information systems that provide them with platforms to integrate and coordinate their business processes. The use of enterprise information systems has become a necessity in multi-national companies (MNCs) as well as small and medium enterprises (SMEs). Within an enterprise information system, there is an intricate relationship between business strategy, organisational structure, business processes and technology resulting in challenges and issues during implementation.

This module introduces students to the different components that build up an enterprise information system. Different types of information systems are used for business processes, from communication and order processing to data analysis for decision making, and in almost all business functions ranging from marketing, sales, procurement, and human resource, to product development and manufacturing, accounting and finance. Students will learn about the organisations and mapping the business processes to draw the activity diagram flows. It is essential for students to understand how information systems are used to help organisations and they are expected to suggest solutions and new uses of information systems to solve business problems. This will enhance their IT and business processes knowledge to prepare them for future modules, future employment or even future entrepreneurship.

Fundamentals for IT Professionals IThis module provides a broad introduction to the field of IT by exploring the roles, professional practice, ethical expectations and career development paths of IT professionals. Through a guided inculcation of interpersonal and team work skills with strong team bonding spirit, the module aims to deepen students’ commitment to the sector that the course prepares them for. In addition, students will be required to begin charting their career path in the IT industry by considering crucial aspects such as personal preferences and aptitude, job roles and responsibilities, skills needed and further education. Operating Systems FundamentalsThis module focuses on the fundamentals and principles of operating systems. It explains what general operating systems are and what they do. The module teaches concepts that are applicable to a variety of operating systems such as Windows and Linux. Students will learn about the different number and character representation methods such as binary, hexadecimal and ASCII. Concepts including processes, physical and virtual memory, files and directories, file systems, shell and OS commands will be covered.

Programming IThis module introduces the fundamentals of programming and how to develop programs using appropriate problem-solving techniques in a modular style. In this practice-oriented module, students are taught how to apply problem-solving skills using a top-down structured programming methodology and given ample practice in translating solutions into computer programs, then test and debug the programs. Topics include data types, variables, expressions, statements, selection structures, loops, simple computation and algorithms, and the use of libraries. Students will also practise the use of pseudocodes, best practices of programming, debugging techniques with the help of tools, development of test cases, and suitable program documentation. In addition, they will study various areas where application software plays a prominent part

in helping organisations solve problems. Students will be given ample opportunity for independent and self-directed learning.

LEVEL 1.2 Databases Today’s business organisations depend on information systems in virtually all aspects of their businesses. Corporate databases are set up to hold the voluminous business transactions generated by these information systems. This module introduces students to the underlying concepts of database systems and how to model and design database systems that reflect business requirements. Students will be taught how to analyse data needs, model the relationships amongst the data entities, apply normalisation process to relations and create the physical database. Skills to be taught include data modelling technique, transformation of data model to relations, normalisation technique and SQL (Structured Query Language).

Front End DevelopmentThis module teaches the fundamental skills required to develop responsive websites that are optimised for mobile and desktop viewing. The students would attain skills and knowledge in programming languages such as HTML, CSS, JavaScript, jQuery, and AJAX which are used to develop interactive websites. This allows students to develop a website with interactive elements, providing them with a tangible product that they can develop into an interactive resume application and e-Portfolio website.

Networking FundamentalsThe module covers the terminology and technologies in current networking environments and provides a general overview of the field of networking as a basis for subsequent related modules in the course. Topics relating to types of networks, network topologies, network technologies and layered protocol architectures will be taught. In addition, the students will also learn the OSI model to understand data networks and understand commonly used network

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systems such as Ethernet. As TCP/IP is deployed in most of today’s network architecture, the topic will be discussed in detail. An overview of internetworking will also be presented to allow students to have a global picture of how local area and wide area networks are interconnected in the real world.

Portfolio IThis module provides students with the opportunity to apply the knowledge and skills gained from the various modules in the course to date, and explore topics in IT that they have a personal interest. Students may choose to undertake a real-life IT project, a competition-based project or a research and development project. The chosen project should result in the subsequent deliverable of artefacts that are suitable for their personal portfolios. Through the project, students have opportunities to work in teams, work on real-world problems, and build up their personal portfolios.

Programming IIThis module builds upon the knowledge and skills acquired in Programming 1 (PRG1). It aims to provide opportunities for the students to develop medium-scale applications based on the Object-Oriented (OO) approach. A suitable object-oriented high-level programming language will be used for students to continuously apply their problem-solving skills. The main concepts of OO and the implementation of applications using the OO approach will be taught in this module. The module may also cover the concepts of Abstract Data Types (ADTs) and the implementation of some selected ADTs using the OO approach. Suitable sorting and search algorithms and the use of Application Protocol Interface (API) will be introduced when required. Other key topics include the introduction of system design concepts such as the class diagram. Software robustness and correctness, and good programming practices will be emphasised throughout the module. Independent and self-directed learning will also be encouraged.

LEVEL 2.1 Fundamentals for IT Professionals IIThis module gives a course-based experience in which students can engage with the local community and industry. This includes participation in community service events or in Service-Learning projects that leverage students’ discipline knowledge and skills to meet identified needs. Through iterative and guided reflection on the service experience, students gain a broader appreciation of their discipline and an enhanced sense of personal voice, empathy and civic responsibility. Industry talks and seminars are organised to keep students up-to-date on emerging trends so as to build up their interpersonal, team and networking skills with the community and industry.

Information SecurityThis module provides an overview of the various domains of information security. It aims to provide an appreciation of information security from an end-to- end perspective. This module covers security in seven domains: data, physical, system, network, software, end-user and organisation. Students will appreciate the various aspects of information security and this will lead them to the more advanced modules such as “Malware Analysis Tools & Techniques”, “Ethical Hacking” and “Digital Forensics”.

Object-Oriented Analysis & Design This module leverages the skills acquired in Object- Oriented Programming to introduce software design and requirements analysis, so that students experience the full cycle of software development. An overview of various Software Development Life Cycles as well as an in-depth look at software development methodologies will be provided. In particular, students will learn about requirements gathering techniques and the primary artefacts of system design. They will be able to specify, design and document simple software systems using appropriate modelling tools.

Web Application DevelopmentThis module provides students with the knowledge

and skills needed to develop web applications and web application protocol interface (API). Students will be introduced to an integrated development environment that will enable them to design and develop web applications and web API over the Internet. They will learn how to make use of web development technologies such as ASP.NET framework, jQuery for rich internet applications, data interchange formats such as JSON AJAX, source code version control systems such as GIT or SVN to develop effective web applications, and web API targeting both mobile web and unified web experience. This module aims to provide students with a good understanding of the web development architecture and service layer as well as the various issues related to Web Application Development.

LEVEL 2.2 Full-Stack Development This module uses the knowledge and skills acquired in the Programming (PRG1 & PRG2), Web Application Development (WEB) and Databases (DB) modules. It aims to provide opportunities for students to be part of a software development team working on both back-end and front-end technologies. The approach is based on Agile methodology. The module may cover source version control, backups, code documentation, refactoring and code reviews. Other key topics include test driven development and automated processes.

Fundamentals for IT Professionals IIIThis module provides a stepping stone to the students in their IT career. Students are given an insight into the infocomm industries and are kept updated with the latest skill sets required in their IT career path. They also have the opportunity to be exposed to various institutes of higher learning to further acquire their skill sets.

Portfolio IIThis module builds on the previous module Portfolio I (P1). Like for Portfolio I, students may choose to undertake a real-life IT project, a competition-based project or a research and development project.

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The chosen project should ideally include problem definition, requirements gathering, analysis and design, development and testing and the subsequent deliverable of artefacts that are suitable for their personal portfolios. The project may be a continuation of their previous project in Portfolio 1.

User ExperienceThis module focuses on the principles and techniques for designing good user experience in software applications and other products such as ATMs, kiosks, etc. Students will learn to apply business requirement gathering techniques as well as the analysis, design and validation phases of the user experience design life cycle, with emphasis on building empathy with users. They learn to communicate designs through deliverables such as personas, sitemaps and wireframes. Practical hands-on design activities will be guided by concepts such as information architecture, content strategy, formulation of user needs, and the application of design principles in interface, navigation, interaction and usability. The student will apply these concepts and techniques to design and prototype a web/ mobile application, and to present and critique design decisions.

LEVEL 3.1 Internship or Project This module provides students with the opportunity to apply the knowledge and skills gained to develop an IT solution to solve a practical problem. Students may undertake an in-house industry-driven project, a Technopreneurship Enterprise project or a real-life IT project in a local or overseas organisation. These projects may include problem definition, requirements analysis, design, development and testing, delivery and presentation of the solution. Through the project, students will learn to appreciate the finer points of project planning and control issues relating to IT project development.

LEVEL 3.2 In this semester, students will take any five elective modules offered by the school that are aligned with their interest and passion.

Big Data This introductory module covers the fundamentals of elements of Big Data: volume, velocity and variety. Students will learn various technologies & tools used to create a big data ecosystem which is able to handle storing, indexing & search. This module also covers the whole technology stack of Big Data: infrastructure, data management and analytics. Tools such as Hadoop, HDFS, and MapReduce will be taught in this module.

Data VisualisationThis module covers the techniques and tools for creating effective visualisations based on principles from graphic design, perceptual psychology and cognitive science. Students will learn how to process large volumes of data to create interactive visualisations for ease of exploration. Topics that are covered include visualising patterns, proportions, relationships, spatial and temporal elements, and multi-dimensional visualisations.

Descriptive AnalyticsDescriptive Analytics refers to a discipline used by many companies to analyse their data for improved decision making. Descriptive Analytics describes what happened in the past. It can include various forms of reports, queries and dashboards. This module aims to teach students the descriptive analytics lifecycle. Students will learn to ask the appropriate analytics questions, identify and aggregate data sources and create data models. They will apply techniques to analyse the data captured in these models. They will also create appropriate visualisation components to gain insights from the data.

These visualisation components will be synthesized into dashboards that add value and can be readily consumed by business users.

Predictive AnalyticsThis module introduces students to the statistical techniques used to make predictions about future trends in business or financial services. Students are taught the assessment techniques that are used to identify risks and opportunities patterns found in historical and transactional data, and to make intelligent decisions by evaluating the prediction models developed using software tools. Topics covered include data mining methods, such as association, classification and cluster analysis, forecasting methods and prediction models.

Quantitative AnalysisThis module aims to introduce students to the statistical concepts and methods that are used to analyse and interpret business or financial data. Students will be equipped with the technical know-how to formulate statistical models, and make informed decisions by evaluating the statistical models using software tools. Topics covered include frequency distribution, probability distribution, quantitative modelling, correlation analysis and linear regression analysis.

Area of Interest: Cloud Computing

Cloud Architecture & TechnologiesThis module gives insight into the key concepts and technologies of cloud computing which include cloud characteristics, service models (SaaS, PaaS, and IaaS), deployment models (Public cloud, Private cloud, Community cloud, and Hybrid cloud), and the features of cloud computing technologies. It also covers the cloud computing architecture, emerging trends and issues such as clouds for mobile applications, cloud portability and interoperability, scalability, manageability, and service delivery in terms of design and implementation issues. The module discusses the

Elective Modules

DIPLOMA IN INFORMATION TECHNOLOGY (IT)

Area of Interest: Business & Data Analytics

Area of Interest: Cloud Computing

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benefits and challenges of cloud computing, standards of cloud computing service delivery, and Service Level Agreement (SLAs) for cloud services. Hands-on activities are included to expose students to various cloud computing services offered by major cloud computing providers such as Amazon Web Services (AWS), Google App Engine (GAE), and Microsoft Windows Azure.

Designing & Managing Cloud Databases This module covers analysis, design, and implementation of cloud database models, data management life cycle, and data governance to manage master data. Students will be introduced to query languages for cloud database development and best practices for implementing the extract, transform and load (ETL) process cycle. The module provides insight into cloud storage components, and data transformation and integration methodologies for data migration into cloud databases. It will further explore laws and regulations governing data access, usage, storage and transmission. The module will also introduce the concepts and technologies of Distributed and Parallel Databases which include their design, structures, theories, algorithms and implementation. Examples of distributed and parallel platforms and frameworks for processing Big Data, such as MapReduce and Hadoop, will be also be discussed.

Developing Cloud ApplicationsThis module covers the analysis of business and technical requirements of a cloud-based system, implementation of a cloud strategy with appropriate programming tools, deployment, and testing and debugging the cloud application. Analysis of business requirements to determine how they can be mapped into a cloud environment is discussed in this module. The module extends its discussion to cloud computing design patterns, best practices, cloud migration issues and considerations. Students are exposed to a cloud computing platform such as Windows Azure to get extensive hands-on practice to build, migrate, host and scale web applications and services through the

vendor’s data centres.

Virtualisation & Data Centre ManagementThis module introduces the foundations of virtualisation, and creating and managing virtual machines for cost efficiency and agility in delivering IT services. Hands-on sessions are included to give students practical experience in virtualisation tools such as Windows Server and VMWare. It will also explore the impact of virtualisation technologies on cloud database development. The module will then proceed to provide an understanding of basic data centre design principles, and physical infrastructure, and a framework for managing a data centre using appropriate tools. Tools and methods for usage metering and billing in a cloud environment are also covered in this module.

Area of Interest: Enterprise Solutioning

Business Process Modelling & DevelopmentThis module equips students with the skills for eliciting, documenting, modelling and analysing business processes within an organisation. Processes in sales, purchasing, inventory management and finance will be discussed and investigated. Students will learn to use a Business Process Management tool to model and develop solutions that improve process efficiency and quality.

Customer Experience ManagementWith SMAC (Social, Mobility, Analytics and Cloud) technologies resulting in a new competitive environment, the control has shifted from the seller to buyer. This module provides students with the knowledge and understanding of Customer Experience Management (CXM) as a business strategy in this new environment. The buyer’s experience is not limited to a single transaction but includes the sum of all experiences across all touch points and channels between a buyer and a seller over the duration of their relationship. This strategy aims to achieve a sustainable competitive advantage to help sellers manage the

buyer’s experience that is both collaborative and personalized. Students will have an opportunity to have hands-on experience with customer management systems used by sellers that collect and create customer data, segment that data into manageable data sets, make sense of the data and make it available for timely delivery. This allows companies to deliver consistent customer experiences that delight customers or achieve other organisational goals.

Enterprise Business SolutionsThis module educates students on the importance of backend cloud-based enterprise business systems and the role it plays in helping organisations increase productivity, enable collaboration and improve overall effectiveness. Students will learn to use cloud-based enterprise business systems to drive workflows and gather insights from analytics dashboards. Students will also be exposed to the next generation of enterprise business solutions that hinges on the interoperability of various backend enterprise systems with frontend Internet of Things (IoT) devices. With such holistic exposure, students will be better prepared to support the Smart Nation initiatives and gain hands on experience on information technologies/concepts such as IoT, programming, cloud computing, analytics and enterprise computing.

Artificial Intelligence for GamesThis module introduces the various approaches for injecting intelligence into games. Topics covered include AI architecture (e.g. rule-based systems, finite state machines), movement, pathfinding and planning (both strategic and tactical). AI-related game design issues such as realistic non-player character behaviour and game difficulty will also be taught.

Game InteractivityThis module introduces game interactivity and the various game interaction devices to the students.

DIPLOMA IN INFORMATION TECHNOLOGY (IT)

Area of Interest: Enterprise Solutioning

Area of Interest: Game Programming

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consideration and planning. At the end of this module, students will be able to develop applications that can run on mobile devices and interact wirelessly with server-side programmes. Mobile Applications Development IIThis module builds upon the skills and knowledge that students have acquired from the Mobile Applications Development module. It will focus on the development of advanced applications and emerging mobile operating systems. For example, students could develop applications for industries such as entertainment, games and healthcare. They will learn to develop applications for emerging operating systems such as the iPhone OS and Android.

Mobile Device Security & ForensicsThis module covers techniques and tools in the context of a forensic methodology to extract and utilise digital evidence on mobile devices. Students will learn how to use current forensic tools to preserve, acquire and examine data stored in a mobile device. The module covers basic SIM Card examination and cell phone forensics on multiple platforms such as iPhone, Android and Windows Mobile. The module takes a practice- oriented approach to performing forensics investigation on mobile phones.

Advanced Object-Oriented Analysis & DesignThis module leverages the core analysis and design skills acquired in the Object-Oriented Analysis & Design module to introduce complex design artefacts, relevant methodologies and the analysis techniques needed to model and document complex software systems. Students will also learn to appreciate the design, deployment and management of complex software systems in relation to the best practices that the industry recommends.

Topics include current and experimental game devices, console usability, player profiling and psychology, measuring playability and testing techniques. Students will be required to research and develop a game prototype demonstrating their understanding of game interactivity.

Game ProductionThis module provides an overview of the game development process and introduces game design. Key concepts of game design such as storytelling, game mechanics and level design will be covered. Students will have the opportunity to design and prototype a game using an industry standard game creation system.

Gameplay ProgrammingThis module presents fundamental concepts of game implementation and architecture, such as the game loop, game-system component separation, the game state manager, input/output handling and frame rate control. Basic concepts in computer graphics, such as collision detection and back buffering, will also be introduced. Consequently, students will have the opportunity to develop a game prototype without the use of a game engine.

Maths for GamesThis module provides an in-depth examination of the various mathematical concepts that are relevant to games programming. Topics covered may include vector geometry (e.g., vector arithmetic, dot product, cross product), linear transformations (e.g., rotations, reflections), matrices, trigonometry (e.g., trajectory) and physics (e.g., acceleration/deceleration, gravity).

Customer Decision Making & Negotiation Skills Students will be introduced to soft skills in understanding customer biases and concerns, building rapport, handling objections, identifying informal and formal decision makers, selling functions/features/

benefits, negotiating and closing sales techniques.

They will also learn about reference selling and proofs of concept as well as pick up presentation and communication skills. The module offers opportunities to role play and develop value proposition in sales calls within the context of ICT.

Infocomm Sales & Marketing StrategiesThis module will introduce students to the concept of market segmentation and the development of sales and marketing strategies for each segment. They will acquire an understanding of industry and customer segmentation from corporate, small and medium businesses to consumers. They will also delve into the different go-to-market strategies and selling techniques required in the context of ICT (such as consultative selling, major account selling and management, territory selling and management, partner management and consumer marketing).

Infocomm Sales Life Cycle ManagementThis module introduces students to a customer’s ICT purchase decision making process and sales life cycle management. Students will also pick up some fundamental concepts in interpreting customer annual reports, financial ratios, industry analysis and competitive strategies so that they can recognise customer needs and wants. They will follow the sales life cycle from prospecting, qualifying, developing solutions, negotiating and closing the sales to post-sale support and services, up-selling and cross-selling.

Mobile Applications DevelopmentThis module focuses on the design and development of applications for mobile devices like hand phones, personal digital assistants (PDAs) and handheld computers. Due to the nature of these handheld devices, issues such as memory storage, user interface and data input methods require more careful

DIPLOMA IN INFORMATION TECHNOLOGY (IT)

Area of Interest: Infocomm Sales & Marketing

Area of Interest: Mobile Business Applications

Area of Interest: Solution Architect

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Data Structures & AlgorithmsThis module aims to provide students with the knowledge and skills to analyse, design, implement, test and document programmes involving data structures. It teaches basic data structures and algorithms within the conceptual framework of abstract data types. The emphasis here is to use the class feature of an Object-Oriented language platform to give the concrete implementation of various abstract data types.

eCommerce Applications DevelopmentThis module aims to provide students with the technical skills as well as an appreciation of the business perspective on electronic commerce (eCommerce). The main focus will be on building a Business-to-Consumer (B2C) eCommerce website. Students will be taught the building blocks and enabling technologies for building eCommerce applications, the processes of eCommerce transactions and some business issues on eCommerce. The module will also provide hands-on experiences for students to build a simple B2C eCommerce website on their own.

Secure Software DevelopmentThis module provides students with the knowledge of the secure software development lifecycle. It trains students to incorporate security throughout the entire process of software development. With the knowledge gained from this module, students would be able to design, code, test and deploy software with a security mindset. The module begins with training students on how to identify, gather and record security requirements for a software. Students will learn secure software design, where various security frameworks, considerations and methodologies are taught. Students will understand how software vulnerabilities can be exploited and how to address the risks. Students are trained to write secure code that is resilient against critical web application attacks. Finally, students are trained in secure software testing and how to securely deploy software.

Emerging Trends in ITThe revolution in computing and communications has spurred the rapid advancement of IT in modern societies, and there is little to suggest that its proliferation will slow down in the near future. In light of this trend, this module is designed to help students keep abreast of the latest IT developments to stay current and relevant in the fast moving industry. To achieve this objective, the syllabus for this module will be guided by technology research and feedback from industry partners, and both seminar-style and hands-on workshop teaching approaches may be adopted depending on the nature of the topic covered.

TechnopreneurshipThe rapid emergence of new infocomm technologies is empowering new capabilities as well as opportunities for creativity and entrepreneurship. This module focuses on the processes and mechanisms by which new ideas and inventions can be commercialised in the market. Students will examine case studies of real-world examples of technopreneurship. They will also learn about the issues and challenges of transforming a technological innovation into a successful product or service in the market place.

Capstone ProjectIn this module, students are required to complete a substantial project that is the culmination of their education in ICT. The project can be a real-world problem proposed by a client, or it can be proposed by students in pursuit of their personal interests.

DIPLOMA IN INFORMATION TECHNOLOGY (IT)

General Electives

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The Game Design specialisation trains students to conceptualise, design and create an interactive entertainment experience. Students will be well-versed in game design theory and game level design, and be able to pick up new game engine scripting languages independently to design and script the gameplay and player interaction of any games. This specialisation prepares students for a career in game level design, game production, game design and development.

The Interactive Media specialisation teaches students to conceptualise, design and develop media-rich interactive applications for a wide range of digital technologies, from web, 2D and 3D interactive platforms, to mobile devices such as iPhone and iPad. The aim is to train graduates who are competent in both design and technology, and human-centred design theories and skills. Students will be prepared for a career in visual interface design, and interactive experience design and development.

In the final year, students undertake a year-long production in ICT’s Amphibi Studio™ to further develop their expertise and the spirit of innovation and enterprise.

Integrated into the curriculum are electives and Interdisciplinary Studies (IS) modules that enable students to widen and deepen their spectrum of knowledge beyond the core modules. Their perspectives are broadened and an innovative and enterprising spirit is nurtured. This is important for MMA professionals working in a complex business environment where problems are multi-faceted in nature and require knowledge and skills in different disciplines.

ENTRY REQUIREMENTS

To be eligible for consideration, candidates must have the following GCE ‘O’ Level examination (or equivalent) results.

Candidates must have also sat for a Science or Design & Technology or Food & Nutrition or a relevant OSIE / Applied Subject and fulfil the aggregate computation requirements.

Candidates with hearing deficiency or severe vision deficiency should not apply for the course. Those with colour vision deficiency may be considered, subject to passing an in-house test.

CAREER PROSPECTS

MMA graduates can apply for jobs in game and interactive media pre-production and production. They can look forward to an exciting career as a game level designer, game interface designer, game producer, interactive experience designer/developer, visual interface designer, web designer, and graphic designer. Graduates can also work in the creative and design aspects of IDM-related projects.

Subject ‘O’ Level Grade

English Language

Mathematics (Elementary/Additional)

Any three other subjects

1-7

1-6

1-6

DIPLOMA IN MULTIMEDIA & ANIMATION (MMA)

The Diploma in Multimedia & Animation (MMA) is a practice-oriented course that provides students with strong design and programming fundamentals in the first year and discipline-specific core skills in the second year when they pursue a specialisation in either Game Art & Design or Interactive Art & Technology.

MMAMULTIMEDIA & DIPLOMA IN

ANIMATION

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ACCREDITATION FOR FURTHER STUDIES

The Diploma in Multimedia & Animation is recognised by both local and overseas universities, which offer advanced standing to our graduates. In addition, they may be given module/credit exemptions in infocomm-related degree programmes at local universities.

Graduates can pursue further studies in universities such as:

• National University of Singapore: Bachelor of Arts in Communications & New Media

• Nanyang Technological University: Bachelor of Fine Arts in Art, Design and Media

• DigiPen Institute of Technology (Singapore): Bachelor of Fine Arts in Production Animation, and Bachelor of Arts in Game Design

• Royal Melbourne Institute of Technology (Australia): Bachelor of Arts in Animation & Interactive Media, Multimedia or Games Graphics Design

• Sheridan College (Canada): Bachelor of Applied Arts in Animation

• Savannah College of Art & Design (USA): Bachelor of Arts or Bachelor of Fine Arts in Interactive Design & Game Development

COURSE CURRICULUM

Module Name Credit Units Module Name Credit Units

YEAR 1Level 1.1 (27 hours per week) Drawing Foundation 4Fundamentals for Creative Professionals I 3Design Principles 4Principles of Animation 4Programming Fundamentals I 4Storytelling, Scriptwriting & Storyboarding 4Innovation Toolkit ^ 4Sports & Wellness ^ 2

Level 1.2 (24 hours per week) Sketching & Rendering 4Programming Fundamentals II 4Applied Design 4Web Design 43D Fundamentals 4Communication & Contemporary Issues ^ 4

YEAR 3Level 3.1 (26 hours per week) Concept Development 4Production Management 4Social Media & Branding 4Fundamentals for Creative Professionals III 2Capstone Project or 2 Elective Modules # 8World Issues: A Singapore Perspective ^ 2Interdisciplinary Studies (IS) elective ^ 2

In the second year, students may choose to specialise in either Game Design or Interactive Media.**

Level 3.2 Internship or Studio-based Production 22

Game Design Specialisation• Game Level Design • Game Mechanics • Real-time Environment Design & Lighting • Game Effects

Interactive Media Specialisation• Interactive Development• Developing Dynamic Web Application• Developing Mobile Experience • Motion Graphic & Effects

YEAR 2Level 2.1 (26 hours per week) Digital Design & Illustration 4Designing User Experience 4Digital Video & Audio 43D Assets Creation 4Fundamentals for Creative Professionals II 2Elective Module # 4Career & Professional Preparation II ^ 2Interdisciplinary Studies (IS) elective ^ 2

Level 2.2 (22 hours per week) Experiential Design 4Interactive 3D Experience 4Elective Module # 4Elective Module # 4Elective Module # 4Interdisciplinary Studies (IS) elective ^ 2

DIPLOMA IN MULTIMEDIA & ANIMATION (MMA)

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COURSE MODULES

LEVEL 1.1 Drawing FoundationThis module trains students to develop the skills needed to visualise and create ideas for digital and interactive projects. Students will be exposed to various training and basic drawing techniques that will hone their ability to visualise ideas. Rudimentary exposure to digital tools will occur at the later part of this module in order to solidify the relevance of traditional skills in digital tools.

Design Principles This module aims to develop the abilities of the students in the design principle and fundamental elements and processes of organising, displaying, and communicating ideas and information creatively to the minds of the intended audience through two-dimensional form, three-dimensional form, colour structure, and composition.

Fundamentals for Creative Professionals IThis module provides a broad introduction to the field of IDM by exploring the roles, professional practice, ethical expectations and career development paths of IDM professionals. Through a guided inculcation of interpersonal and team work skills with strong team bonding spirit, the module aims to deepen students’ commitment to the sector that the course prepares them for.

In addition, students will be required to begin charting their career path in the IDM industry by considering crucial aspects such as personal preferences and aptitude, job roles and responsibilities, skills needed and further education.

Principles of Animation This module introduces the language and principles of classical animation through analysis and decomposition of movement frame-by-frame. Students will discover the importance of effective timing and spacing, and how their manipulation can affect the feel of an action.

Programming Fundamentals IThis module introduces the fundamental concepts of programming through problem solving. It encompasses three main programming constructs, flowchart design, and introduces data types and variables. Other key topics involve product management, code debugging, development of test cases and program documentation as an integral part of software quality management.

Storytelling, Scriptwriting & StoryboardingStorytelling, Scriptwriting & Storyboarding aims to induct students into the world of storytelling, and the industry practice of scripting and storyboarding visual communication prior to going into production stage. Students will explore new story creation through the generation of story ideas, characters, story imagery and script.

LEVEL 1.2 3D FundamentalsThis module aims to introduce and equip students with basic skills in using 3D application to create assets for interactive projects. Students will be trained in the usage of basic tools and apply appropriate methods to create 3D assets that are essential in digital content creation. Students will also be trained to apply appropriate workflows that are also utilised in the industry.

Applied DesignThis module aims to develop students’ ability to perceive, design and construct objects in three-dimensional space. Additionally, students will be trained to interpret and translate two-dimensional form into three-dimensional volume, mass, space, and structure. It introduces the basic elements, principles, materials and methodologies of three-dimensional design. Working with both physical medium and digital tools, students be trained in usage of materials, physical components, application of digital design and visualisation tools, and communicate their ideas and solutions through physical mock-ups and prototyping.

Notes: ^ For more details on Interdisciplinary Studies (IS) electives, please log on to www.np.edu.sg/is/

IS Modules The School of Interdisciplinary Studies (IS) deliversa broad-based curriculum, which nurtures a newgeneration of professionals with multidisciplinaryskills and an innovative and entrepreneurial spiritto meet the challenges of a knowledge economy.IS offers both prescribed modules and electivesto challenge boundaries. Prescribed modulesdevelop students’ competencies in core areas suchas Communication, Innovation and Enterprise,Culture and Communication, and Personal Masteryand Development, while elective modules provideinsights into Arts and Humanities, Business, Design,and Science and Technology.

# The prescribed/elective modules offered may change from year to year, depending on relevance and demand. They may also include modules available in other diplomas offered by the School.

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Programming Fundamentals IIThis module aims to widen students’ programming knowledge by covering programming concepts through the creation of interactive media applications. Students refine their knowledge of programming by decomposing their programs into classes and objects. The focus of this module is to develop data structures and design algorithms to handle programming tasks.

Sketching & RenderingThis module builds upon knowledge and skills gained in Drawing Foundation. Students are introduced to permanent mediums like ink, markers and various techniques. These mediums are required in the production of both observational and ideation works while simultaneously, strengthening confidence in visualising ideas. In the second term, students are required to apply their knowledge and skills gained in the first term into digital works. Basic digital techniques and workflow used in the industry will be introduced at this stage.

Web DesignThis module focuses on the core fundamentals of creating modern-day, accessible websites not only for mainstream audience, but also accessible to individuals with disabilities. Students learn the fundamentals of web design production and author cross-platform websites for multi-devices based on sound design principles. Students get to learn and understand modern web layout principles in their development work and gradually moving on to create animated interactive elements to keep up with evolving design trends.

LEVEL 2.1 3D Asset Creation This module aims to equip students with the capability to create a range of assets suitable for games and interactive applications. Workflows that are commonly used in the creation of real-time assets will be introduced. Efficient and time-saving techniques and methods will also be covered. Students will experience the process of translating a design of their own into a

3D fully textured object that can be used in real-time applications.

Designing User Experience This module aims to equip students with skills and knowledge beyond the aesthetical aspects of an interactive interface design. Students learn how to strike a balance between forms, function, usability, and aesthetics, with emphasis on proper timeline management, teamwork and organisational skills. The cognitive aspects of engagement, and the psychological aspects of play or experience are discussed.

Digital Design & IllustrationThis module will leverage knowledge and skills students gained from earlier art modules, while exploring contemporary visual design styles in their ideation works. Students will also be trained in design and production techniques using raster, vector and 3D applications.

Digital Video & Audio This module introduces basic digital shorts production. Students will first learn audio-video production theory followed by practical production in labs and on location in the field. Production know-how, processes, cameras, microphone systems, audio-video editing software, and lights will be provided. In-class practical audio, camera and editing exercises followed by continuous assessments, two assignments and a test are all designed to reinforce student learning.

Fundamentals of Creative Professionals IIThis module gives a course-based experience in which students can engage with the local community and industry. This includes participation in community service events or in Service-Learning projects that leverage students’ discipline knowledge and skills to meet identified needs. Through iterative and guided reflection on the service experience, students gain a broader appreciation of their discipline and an enhanced sense of personal voice, empathy and civic responsibility. Industry talks and seminars are organized

to keep students up-to-date on emerging trends so as to build up their interpersonal, team and networking skills with the community and industry.

LEVEL 2.2 Experiential Design This module aims to expose and introduce students to designing media content and applications for various digital platforms. It covers the concept of designing a product or installation for an immersive experience such as virtual reality/augmented reality technology. Students will be tested on their observational and research skills to seek out current/future technological advancements, and to come up with proposals and prototypes for actual implementation.

Interactive 3D Experience (I3E)This module continues to develop students’ ability to design and author highly interactive experience applications. The programming focuses on interactivity authoring through the eyes of designers for animation, visual effects, multimedia and games. It covers advanced authoring, digital storytelling techniques, user experience design, and project management techniques. Additionally, students will pick up a game engine and create prototypes for games and interactive projects.

LEVEL 3.1 Concept Development This module introduces various idea generation and concept development techniques. Students learn the pre-production skills of concept illustration and visual development through the application of knowledge skills in drawing, storytelling and composition to communicate a concept effectively to an audience. Emphasis is placed on the creation of original, unique and useful concepts. Students will produce a range of concept collaterals.

Fundamentals of Creative Professionals IIIThis module provides a stepping stone to the students in their IDM career. Students are given an insight into

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the IDM industries and are kept abreast of the updates and the necessary skill sets required in their career path. They also have the opportunity to be exposed to the various institutes of higher learning to further enhance their skill sets.

Production Management This module introduces the interactive digital media and game industry, the production pipeline, and various professional roles and career paths, and exposes students to various document required in the production of interactive experience and games. It examines the roles of different participants in the development process and how the technical development and the artistic development proceed in tandem.

Social Media & Branding This module introduces students to creative sections in advertorial, communications and media. Students broaden their knowledge in designing for various aspects of visual communications. Students apply creative thinking skills and expand their creative mindsets through questioning and reasoning data.

LEVEL 3.2 Internship or Studio-based ProductionThe primary aim of this final year industry-based project is to nurture the spirit of innovation and enterprise in students and broaden their experience beyond classroom learning. It also provides students with the opportunity to apply the knowledge and skills gained in the past semesters. Using the demo programme prototyped in the earlier semester under the Concept Development module, students will develop an idea into a full working product. Local or overseas attachments are also possible.

Game Effects Design This module aims to equip students with the capability to create a range of effects for a variety of needs in

Game Design Specialisation

game development. As part of effects design, students will be introduced to concepts in motion design as well as principles and methods of visual representations that are readily understandable, perceived and aesthetically pleasing.

Game Level Design This module introduces the fundamental concepts of game level design with a 3D game engine from the start at a conceptual beginning and arrives at a polished end to build multiple levels, first for a puzzle/arcade game and then for an action game. It covers the game engine technology, and the process of designing compelling worlds that immerse the player in interactive environments. Visceral worlds that tell a story through their aesthetics are combined with a refined design that allows the player to flow through a level. It introduces the use of art and audio (SFX and music) in games, writing concept documents, pitching concepts, and writing scrum-like milestones.

Game Mechanics This module studies the game mechanics – the rules intended to produce an enjoyable gameplay, and introduces the principles and methodologies behind the rules and play of games. It first studies the simplest types of games, board and card games, and examines the basic math and rules that make these simple games enjoyable. Students will then use this theoretical knowledge to create simple yet practical games that show their comprehension of what is enjoyable in games. It pays attention to the psychological design considerations, play testing, game tuning, player analysis, and the integration of visual, audio, tactile and the textual elements. Once students have mastered the basics of physical game mechanics, they will expand their expertise by looking at various arcade-action games and other simple action games. They will then create prototypes of games and will hold focus groups to get feedback on their designs.

Real-time Environment Design & Lighting In this module, students will build upon skills and

knowledge attained in 3D fundamental modules into the creation of digital environments for real-time applications. Environment lighting concepts will be covered to equip students with the ability to create realistic as well as surreal environments. Effective concepts and workflows will be covered in this module in order to facilitate level design processes.

Developing Dynamic Web Application This module aims to broaden the students’ skillsets by introducing server-side development to create a web product. This module covers various client-server architectural concepts that involves rich client, application server and database. Students will hone their programming skills by learning server-side programming, object-oriented programming, database design and development. In addition, students will experience the full stack development process and workflow.

Developing Mobile ExperienceThis module introduces various mobile digital technologies and their unique characteristics and features. It also aims to further develop the programming skills of students using the programming language of mobile technology. The module focuses on the specific and core features of mobile technology that will give rise to fun, rich and engaging mobile experiences such as the accelerometer, GPS, magnetometer, advanced multi- touch gestures and modern user interfaces.

Interactive Development This module targets the enhancement of students’ programming mindsets by combining their knowledge of programming and design to produce interactive and engaging applications. This is coupled with the learning of web animation and interactive chart production to create rich media products that enhances the user experience.

Interactive Media Specialisation

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Motion Graphics & Effects This module inducts students into the world of digital effects. Aimed at value-adding to the storytelling experience, students are first introduced to the impact of visual effects on storytelling in films, followed by the principles and elements of motion design. Exercises, assessments and assignments are aimed at developing research, conceptualisation and storytelling skills for the creation of compelling and exciting time-based media.

3D PrototypingThis module introduces the aspects of rapid prototyping by allowing students to partake in designing 3D models and implementing them into a physical 3D product. Students are exposed to various prototyping methods and cover product design and using 3D printing as an enabling technology.

Digital Audio DesignThis module introduces the production techniques for audio and sound effects, ambient sounds, background music and dialogue to enhance the user experience and/or to advance a story and create mood, place, and emphasis. It covers its associated technologies, the equipment used, the procedures, and explores the manipulations of various envelopes on amplitude, filter and modulation and the use of low frequency oscillator and noise in designing sound. It also covers subtractive synthesising, and studies the processing and reactions of sounds in an interactive environment.

Digital PhotographyThis module aims to develop students’ ability to visualise, plan, compose imagery and, see all things creatively through digital photography. It focuses on developing students’ ability to observe and attend to details swiftly while introducing the mechanics of the digital camera, and the art and techniques of digital photography. It also covers the history of photography, visual thinking, composition techniques, creative effects,

lighting, digital workflow, black and white photography, and studio photography.

Emerging TechnologiesThis module provides an overview of emerging technologies with emphasis in web, interactive, and immersive technologies, and the impact they have on the users. It is designed to help students keep abreast of the latest IT developments to stay current and relevant in the fast moving industry. To achieve this objective, the syllabus for this module will be guided by technology research and feedback from industry partners, and both seminar-style and hands-on workshop teaching approaches may be adopted depending on the nature of the topic covered.

Serious Games & Gamification This module focuses on designing games that aim to change human behaviours, knowledge, and attitudes as well as the way people work and businesses compete in diverse areas including education, training, marketing and advertising. It examines the process of creating an engaging learning situation and making learning fun and entertaining through game-based thinking and game mechanics, from the perspectives of pedagogies and persuasive aspects.

Capstone ProjectIn this module, students are required to complete a substantial project that is the culmination of their education in the School of InfoComm Technology. The project can be a real-world problem proposed by a client, or it can be proposed by students in pursuit of their personal interests.

DIPLOMA IN MULTIMEDIA & ANIMATION (MMA)

Elective Modules